GoreGrinder99
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Create a "Cave In" effect?
I'm looking to create a cave in effect but to no luck.
This here are the scripts pertaining to the cave in:
void OnStart()
{
AddEntityCollideCallback("Player", "CaveIn", "CaveIn", true, 1);
SetEntityActive("CaveInFloor", false);
}
void CaveIn(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("special_tunnel_1", false);
SetEntityActive("CaveInFloor", true);
SetEntityActive("block_box_11", false);
AddPropForce("cave_in_1", 1000, 0, 0, "world");
}
After coming to the end of the tunnel I want to have a camera shake and after a small delay for the player to decide if they want to turn back or continue, the cave_in.ent file will collapse into the tunnel, and onto the floor I created since the player won't be able to return to the tunnel afterwards.
Oh, but then again it would be a matter if allowing the player to backtrack out after deactivating the tunnel.
I figured a block box was in my way so I tried to deactivate it as well but after colliding with the area neither the "CaveInFloor", "block_box_11", or the "special_tunnel_1" were de/activated. Any suggestions?
-Grind to the Gore-
(This post was last modified: 08-29-2013, 07:23 PM by GoreGrinder99.)
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08-29-2013, 06:27 PM |
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summit
Senior Member
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RE: Create a "Cave In" effect?
Is the "special_tunnel_1" the tunnel which used in the main menu?
I mean "special_menu_tunnel_1".
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08-29-2013, 07:05 PM |
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GoreGrinder99
Member
Posts: 166
Threads: 47
Joined: Feb 2013
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RE: Create a "Cave In" effect?
(08-29-2013, 07:05 PM)Arbies Wrote: Is the "special_tunnel_1" the tunnel which used in the main menu?
I mean "special_menu_tunnel_1".
No, the secret tunnel in the prison levels but no more worries, I have found a solution.
-Grind to the Gore-
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08-29-2013, 07:23 PM |
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