| GoreGrinder99   Member
 
 Posts: 166
 Threads: 47
 Joined: Feb 2013
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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.)
 |  | 
	| 08-29-2013, 06:27 PM |  | 
	
		| summit   Senior Member
 
 Posts: 273
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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".
 |  | 
	| 08-29-2013, 07:05 PM |  | 
	
		| GoreGrinder99   Member
 
 Posts: 166
 Threads: 47
 Joined: Feb 2013
 Reputation: 
1
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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- |  | 
	| 08-29-2013, 07:23 PM |  |