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Entity Activate/Deactivate?
Bonehead Offline
Member

Posts: 50
Threads: 12
Joined: Apr 2013
Reputation: 1
#11
RE: Entity Activate/Deactivate?

Here's my entire script.

void OnStart()
{
SetEntityPlayerInteractCallback("key_tower_1", "ActivateMonster", true);
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
SetEntityCallbackFunc("chemical_container_full_1", "OnPickup");
}


void OnEnter()
{

}

void OnLeave()
{
}

void ActivateMonster(string &in item)
{
SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_15", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_10", 0, "");
}

void func_slam(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("door_2", true, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
}

void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("armour_nice_complete_8", true);
SetEntityActive("armour_nice_complete_7", true);
SetEntityActive("armour_nice_complete_6", false);
SetEntityActive("armour_nice_complete_5", false);
}
05-19-2013, 05:56 PM
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Kullin Offline
Member

Posts: 218
Threads: 23
Joined: May 2013
Reputation: 3
#12
RE: Entity Activate/Deactivate?

void OnStart()
{
SetEntityPlayerInteractCallback("key_tower_1", "ActivateMonster", true);
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
SetEntityCallbackFunc("chemical_container_full_1", "OnPickup");
}


void OnEnter()
{

}

void OnLeave()
{
}

void ActivateMonster(string &in item)
{
SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_15", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_10", 0, "");
}

void func_slam(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("door_2", true, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
}

void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("armour_nice_complete_8", true);
SetEntityActive("armour_nice_complete_7", true);
SetEntityActive("armour_nice_complete_6", false);
SetEntityActive("armour_nice_complete_5", false);
PlaySoundAtEntity("","impact_wood_heavy_low3.snt","armour_nice_complete_7", 0.1, true);
PlaySoundAtEntity("","impact_wood_heavy_low3.snt","armour_nice_complete_8", 0.1, true);
}

That should work with the sounds to.
05-19-2013, 06:56 PM
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Bonehead Offline
Member

Posts: 50
Threads: 12
Joined: Apr 2013
Reputation: 1
#13
RE: Entity Activate/Deactivate?

I'll give it a shot.

Didn't crash. no sound played though.
(This post was last modified: 05-19-2013, 07:40 PM by Bonehead.)
05-19-2013, 07:36 PM
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PutraenusAlivius Offline
Posting Freak

Posts: 4,713
Threads: 75
Joined: Dec 2012
Reputation: 119
#14
RE: Entity Activate/Deactivate?

void OnStart()
{
SetEntityPlayerInteractCallback("key_tower_1", "ActivateMonster", true);
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
SetEntityCallbackFunc("chemical_container_full_1", "OnPickup");
}

void OnEnter()
{


}



void OnLeave()
{

}

void ActivateMonster(string &in asEntity) //You have the wrong callback syntax.
{

SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_13", 0.001f, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_15", 0.001f, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 0.001f, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_10", 0.001f, "");
//I replaced 0 with 0.001f so that the monster won't stop at each PathNode.
}

void func_slam(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("door_2", true, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
}

void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("armour_nice_complete_8", true);
SetEntityActive("armour_nice_complete_7", true);
SetEntityActive("armour_nice_complete_6", false);
SetEntityActive("armour_nice_complete_5", false);
PlaySoundAtEntity("","impact_wood_heavy_low.snt","armour_nice_complete_7", 0.1f, true);

PlaySoundAtEntity("","impact_wood_heavy_low.snt","armour_nice_complete_8", 0.1f, true);
}

Fixed.
Word of advice: When using sounds, at least check if they match or not.

"Veni, vidi, vici."
"I came, I saw, I conquered."
05-20-2013, 02:50 AM
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