Cyphermur9t
Junior Member
Posts: 38
Threads: 17
Joined: Jan 2013
Reputation:
2
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Force Player lookat coding help
What am I doing wrong here? I've tried multiple types of coding and nothing seems to be working and is getting frustrating! All I want is for the player to be forced to look at something, then the player can again stop being forced to look and continue doing what they want. I have the looking at part working, however they never stop looking. If I move the mouse away, it'll just go right back to where he was looking at and it will not stop.
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "ScriptArea_1", true, 1);
AddTimer("", 3, "stoplook");
}
//////////////////////////////////////////
void ScriptArea_1(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("Look1", 5.0f, 5.0f, "");
}
void stoplook(string &in asTimer)
{
StopPlayerLookAt();
}
(This post was last modified: 01-24-2013, 11:41 AM by Cyphermur9t.)
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01-24-2013, 11:40 AM |
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The chaser
Posting Freak
Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation:
113
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RE: Force Player lookat coding help
(01-24-2013, 11:40 AM)Cyphermur9t Wrote: void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "ScriptArea_1", true, 1);
AddTimer("", 3, "stoplook");
}
//////////////////////////////////////////
void ScriptArea_1(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("Look1", 5.0f, 5.0f, "");
}
void stoplook(string &in asTimer)
{
StopPlayerLookAt();
}
I think it would be better this way:
[code]void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "FUNCTION", true, 1);
}
//////////////////////////////////////////
void FUNCTION(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("Look1", 5.0f, 5.0f, ""); //Look1 is the area you look at
AddTimer("", 3, "stoplook");
}
void stoplook(string &in asTimer)
{
StopPlayerLookAt();
}
THE OTHERWORLD (WIP)
Aculy iz dolan.
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01-24-2013, 02:17 PM |
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youngblood128
Junior Member
Posts: 10
Threads: 2
Joined: Aug 2012
Reputation:
0
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RE: Force Player lookat coding help
(01-24-2013, 11:40 AM)Cyphermur9t Wrote: What am I doing wrong here? I've tried multiple types of coding and nothing seems to be working and is getting frustrating! All I want is for the player to be forced to look at something, then the player can again stop being forced to look and continue doing what they want. I have the looking at part working, however they never stop looking. If I move the mouse away, it'll just go right back to where he was looking at and it will not stop.
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "ScriptArea_1", true, 1);
AddTimer("", 3, "stoplook");
}
//////////////////////////////////////////
void ScriptArea_1(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("Look1", 5.0f, 5.0f, "");
}
void stoplook(string &in asTimer)
{
StopPlayerLookAt();
}
This is easy use this way instead:
void ScriptArea_1(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("Look1", 5.0f, 5.0f, "");
AddTimer("", 3, "stoplook");
}
void stoplook(string &in asTimer)
{
StopPlayerLookAt();
}
and remove the other AddTimer function, this is always how I do mines, what you were doing is as soon as the map starts it will start a timer and if you weren't looking at anything then nothing would happen, I hope this helped.
(This post was last modified: 01-30-2013, 03:26 AM by youngblood128.)
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01-30-2013, 03:24 AM |
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