CarnivorousJelly 
 
 
		
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Clinging to ladder after falling 2 floors 
			 
			
				I have a little teeny-tiny scripting problem - might be a level editor problem, I'm not entirely sure: 
What's supposed to happen - Player is climbing a bookshelf to grab a specific book, get's about... 3/4 of the way there and loses grip. They then fall 6m-ish flat on their back and black out.
 What is actually happening - Player climbs up, loses grip at 3/4 of the way up, falls, blacks out. Trying to move forward upon waking up results in climbing up the shelf.
 
This is the script:
 void Script_Fall (string &in asParent, string &in asChild, int alState) 
{ 
    PlaySoundAtEntity("gasp", "react_scare.snt", "Player", 0, false); 
    AddTimer("F1", 0.1f, "timer_fall"); 
    AddTimer("F2", 0.5f, "timer_fall"); 
    AddTimer("F3", 0.8f, "timer_fall"); 
    AddTimer("F4", 1.0f, "timer_fall"); 
    AddTimer("F5", 2.5f, "timer_fall"); 
    AddTimer("F6", 6.1f, "timer_fall"); 
} 
 
void timer_fall(string &in asTimer) 
{ 
    if(asTimer == "F1") 
    { 
        AddPlayerBodyForce(-1000, -10000, -5500, false); 
        StartPlayerLookAt("Area_Fall", 4, 5, ""); 
        AddPropForce("book02_17", 0.0f, -100.0f, -350.0f, "world"); 
        AddPropForce("book01_2", 0.0f, -100.0f, -350.0f, "world"); 
        AddPropForce("book03_153", 0.0f, -100.0f, -350.0f, "world"); 
        AddPropForce("book02_91", 0.0f, -100.0f, -350.0f, "world"); 
        AddPropForce("tome01_1", 0.0f, -100.0f, -350.0f, "world"); 
        AddPropForce("book03_152", 0.0f, -100.0f, -350.0f, "world"); 
        AddPropForce("book02_90", 0.0f, -100.0f, -350.0f, "world"); 
        AddPropForce("book03glowing_1", 0.0f, -100.0f, -350.0f, "world"); 
    } 
     
    if(asTimer == "F2") 
    { 
        SetEntityActive("LadderArea_1", false); 
    } 
     
    if(asTimer == "F3") 
    { 
        StopPlayerLookAt(); 
        StartPlayerLookAt("Area_Look1", 5, 8, ""); 
    } 
     
    if(asTimer =="F4") 
    { 
        StopPlayerLookAt(); 
        SetPlayerCrouching(true); 
        FadePlayerRollTo(70, 50, 55); 
        SetPlayerHealth(55); 
        SetPlayerMoveSpeedMul(1.5f); 
        GiveSanityDamage(20, true); 
        FadePlayerFOVMulTo(1.0f, 4); 
    } 
     
    if(asTimer =="F5") 
    { 
        StartPlayerLookAt("Area_Fall", 15, 20, "");  
        GiveSanityDamage(40, false); 
        PlaySoundAtEntity("crash", "player_falldamage_max.snt", "Player", 0, false); 
        FadeOut(4.0f); 
        PlaySoundAtEntity("ringing", "insanity_ear_ring.snt", "Player", 4, false); 
    } 
     
    if(asTimer =="F6") 
    { 
        StopPlayerLookAt(); 
        StopSound("ringing", 2); 
        FadePlayerRollTo(0, 50, 50); 
        SetPlayerCrouching(false); 
        SetPlayerMoveSpeedMul(1.0f); 
        FadeIn(0.5f); 
    } 
}
 
There's about 3m between the shelf and the wall behind it, so I'm pretty sure that's not the problem.
 
Any suggestions?
			  
			
			
 
![[Image: quote_by_rueppells_fox-d9ciupp.png]](http://orig14.deviantart.net/d9d5/f/2015/282/5/9/quote_by_rueppells_fox-d9ciupp.png)  
			
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	| 09-21-2013, 05:08 AM  | 
	
		
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		DeAngelo 
 
 
		
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RE: Clinging to ladder after falling 2 floors 
			 
			
				Try setting the ladder area inactive, I have something similar in my custom story. After the scene you can re-activate it if you want to let the player go back up.
			 
			
			
 
			
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	| 09-21-2013, 05:41 AM  | 
	
		
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		CarnivorousJelly 
 
 
		
			Posting Freak 
			
			
			
 
			
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RE: Clinging to ladder after falling 2 floors 
			 
			
				if(asTimer == "F2") 
    { 
        SetEntityActive("LadderArea_1", false); 
    }
 I did that and it ended up not working :\ Unless I'm just using the wrong thing for it.
			  
			
			
 
			
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	| 09-21-2013, 06:31 AM  | 
	
		
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		PutraenusAlivius 
 
 
		
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RE: Clinging to ladder after falling 2 floors 
			 
			
				Make sure that the name is consistent with the one at the LevelEditor.
			 
			
			
 
"Veni, vidi, vici." 
"I came, I saw, I conquered." 
			
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	| 09-21-2013, 07:30 AM  | 
	
		
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		Daemian 
 
 
		
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RE: Clinging to ladder after falling 2 floors 
			 
			
				This function ChangePlayerStateToNormal(); makes the player release the ladder. 
Then, i would make the player look up with StartPlayerLookAt+area at the ceiling  
and i'd have the player inactive in this events, mostly to stop him from grabbing the ladder again.
			 
			
			
 
			
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	| 09-21-2013, 08:07 AM  | 
	
		
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		CarnivorousJelly 
 
 
		
			Posting Freak 
			
			
			
 
			
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RE: Clinging to ladder after falling 2 floors 
			 
			
				Thanks, Amn! I'll have to give that a try :) 
 
(Thanks to everyone else that answered as well :P)
			 
			
			
 
			
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	| 09-21-2013, 05:59 PM  | 
	
		
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