void OnStart()
{
wakeUp();
PlayMusic("amb_extra01", true, 0.50f, 0.6f, 0, false);
SetEntityCallbackFunc("lantern_1", "Grunt_Awaken");
}
void wakeUp () {
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
void beginStory(string &in asTimer){
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}
void Grunt_Awaken(string &in asEntity, string &in type)
{
SetEntityActive("SpotLight_1", true);
SetLevelDoorLocked("LVceller_Door", false);
StartPlayerLookAt("LVceller_Door", 5.00f, 6.00f, "");
AddTimer("Stop_Timer", 5.00f, "Stop");
PlaySoundAtEntity("enabled01", "enabled01.snt", "Area_2", 0, false);
PlaySoundAtEntity("react_scare1", "react_scare1.snt", "Player", 0, false);
}
void Stop(string &in asTimer)
{
StopPlayerLookAt();
}