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Script Help How to make a door open ajar?
serbusfish Offline
Member

Posts: 211
Threads: 75
Joined: Aug 2012
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#11
RE: How to make a door open ajar?

You guys have been busy since ive been away Smile Thanks, i'll see if I can get it to work.

02-13-2013, 08:46 PM
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serbusfish Offline
Member

Posts: 211
Threads: 75
Joined: Aug 2012
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#12
RE: How to make a door open ajar?

I have it sorted, thanks again Smile

One more thing though, rather than make a new thread can someone tell me how I can activate a script box within the game? I tried the SetEntityActive command but it seems to activate when the map is loaded.

EDIT:

I tried this script but it wont work, what am I doing wrong?

AddEntityCollideCallback("Player", "ScriptArea_slam", "DoorSlam", true, 1);

void DoorSlam(string &in asParent, string &in asChild, int alState)
                        
                         {
                             if(HasItem("key_tomb_rusty_2") == true)
                            {
                             SetEntityActive("ScriptArea_slam", true);
                             AddLocalVarInt("PushDoorVar", 1);
                             AddPropImpulse("castle_arched01_11", 1, 0, 0, "world");
                             SetSwingDoorClosed("castle_arched01_11", true, false);
                             SetSwingDoorLocked("castle_arched01_11", true, false);
                            }
                            else
                            {
                             SetEntityActive("ScriptArea_slam", false);
                            
                            }
                            
                              
                         }

(This post was last modified: 02-14-2013, 01:25 AM by serbusfish.)
02-14-2013, 01:01 AM
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NaxEla Offline
Senior Member

Posts: 415
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Joined: Dec 2012
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#13
RE: How to make a door open ajar?

(02-14-2013, 01:01 AM)serbusfish Wrote: I have it sorted, thanks again Smile

One more thing though, rather than make a new thread can someone tell me how I can activate a script box within the game? I tried the SetEntityActive command but it seems to activate when the map is loaded.

SetEntityActive will work to set a script area active/inactive. If you put SetEntityActive in OnStart or OnEnter, the script area will activate when the map is loaded. If you want it to happen after a certain event, then it would go in a different function. In this example, the script area (ScriptArea_1) gets activated when the player steps into a different script area (ScriptArea_2) :

PHP Code: (Select All)
void OnStart()
{
    
AddEntityCollideCallback("Player""ScriptArea_2""ActivateArea"true1);
}

void ActivateArea(string &in asParentstring &in asChildint alState)
{
    
SetEntityActive("ScriptArea_1"true);


Make sure that ScriptArea_1 is set inactive in the level editor.

In Ruins [WIP]
02-14-2013, 01:36 AM
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FlawlessHappiness Offline
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Posts: 3,980
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#14
RE: How to make a door open ajar?

(02-14-2013, 01:01 AM)serbusfish Wrote: I tried this script but it wont work, what am I doing wrong?

You put the code i gave you in a collide function, but it's supposed to be a timer. That's why it doesn't work Smile

void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_slam", "DoorSlam", true, 1);
}

void DoorSlam(string &in asParent, string &in asChild, int alState)
{
AddTimer("PushDoor", 0.2f, "DoorSlamTimer");
}

void DoorSlamTimer(string &in asTimer)
{
if(GetLocalVarInt("PushDoorVar") == 10)
{
return;
}

AddLocalVarInt("PushDoorVar", 1);
AddPropImpulse("castle_arched01_11", 1.0f, 0.0f, 0.0f, "World");
AddTimer("PushDoor", 0.2f, "DoorSlamTimer");
}

Since you want the door to slam, it should need this: SetSwingDoorClosed("castle_arched01_11", true, false);
because if it's going to slam it should already be open.

Trying is the first step to success.
02-14-2013, 06:54 AM
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