Hauken
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Fading entities
Hi
im trying to create guardian slime event, the only thing i miss in my script is that the slime fade and dont just spawn in your face, i understand it has something to do with Prop fade (I belive) and I've read the frictionals script for it but thats just way to hardcoded for me to understand, does anyone know the code by head that could post here?
Thanks.
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06-16-2013, 02:40 AM |
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DeAngelo
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RE: Fading entities
http://wiki.frictionalgames.com/hpl2/amn..._functions
This page is your new best friend.
The particular script you want is:
void SetPropActiveAndFade(string& asName, bool abActive, float afFadeTime);
Activates/deactivates a prop.
asName - internal name
abActive - nothing to add
afFadeTime - time in seconds until prop fully fades
(This post was last modified: 06-16-2013, 06:00 AM by DeAngelo.)
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06-16-2013, 06:00 AM |
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Daemian
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RE: Fading entities
I love how your link says my nickname "amn...functions" xD
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06-16-2013, 09:14 AM |
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PutraenusAlivius
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RE: Fading entities
(06-16-2013, 06:00 AM)DeAngelo Wrote: http://wiki.frictionalgames.com/hpl2/amn..._functions
This page is your new best friend.
The particular script you want is:
void SetPropActiveAndFade(string& asName, bool abActive, float afFadeTime);
Activates/deactivates a prop.
asName - internal name
abActive - nothing to add
afFadeTime - time in seconds until prop fully fades
Hey, this parameter is only useable by props. Props ARE NOT entities.
"Veni, vidi, vici."
"I came, I saw, I conquered."
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06-16-2013, 09:59 AM |
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FlawlessHappiness
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RE: Fading entities
Correct, but nearly all entities in the entities folder, are props. If it doesn't work, like with the hanging shirt, then you have to change its variables in the model editor from static, to object
Trying is the first step to success.
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06-16-2013, 10:47 AM |
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Your Computer
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RE: Fading entities
(06-16-2013, 09:59 AM)JustAnotherPlayer Wrote: Hey, this parameter is only useable by props. Props ARE NOT entities.
All props are entities, but not every entity is a prop. Props are normally entities that can receive damage and therefore can "break."
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06-16-2013, 01:01 PM |
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FlawlessHappiness
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RE: Fading entities
Ah. Great! Thanks.
Trying is the first step to success.
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06-16-2013, 01:51 PM |
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Hauken
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RE: Fading entities
(06-16-2013, 06:00 AM)DeAngelo Wrote: http://wiki.frictionalgames.com/hpl2/amn..._functions
This page is your new best friend.
The particular script you want is:
void SetPropActiveAndFade(string& asName, bool abActive, float afFadeTime);
Activates/deactivates a prop.
asName - internal name
abActive - nothing to add
afFadeTime - time in seconds until prop fully fades ..
Yes I've found that code before this post but I just get an error.
void slimefunc(string &in asParent, string &in asChild, int alState)
{
//SetEntityActive("slime_wall", true);
SetPropActiveAndFade("slime_wall", 0, 3);
PlaySoundAtEntity("", "guardian_activated3.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
GiveSanityDamage(9.0f, true);
}
This is me at least trying.
(This post was last modified: 06-16-2013, 02:24 PM by Hauken.)
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06-16-2013, 02:17 PM |
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FlawlessHappiness
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RE: Fading entities
Bool abActive.
It means you either put false, or true.
That's what the error probably says too
Trying is the first step to success.
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06-16-2013, 07:41 PM |
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PutraenusAlivius
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RE: Fading entities
(06-16-2013, 07:41 PM)BeeKayK Wrote: Bool abActive.
It means you either put false, or true.
That's what the error probably says too
Really? The Engine Scripts page is really mis-leading.
"Veni, vidi, vici."
"I came, I saw, I conquered."
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06-17-2013, 12:46 AM |
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