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Scripts no made!
Icaab2608 Offline
Member

Posts: 85
Threads: 37
Joined: Jul 2013
Reputation: 0
#1
Question  Scripts no made!

I ordered the scripts as necessary, but not nearly what does not work, tell me what is wrong:

void OnStart()
{
AddEntityCollideCallback("Player", "Sounds1", "Sounds1", true, 1);
AddEntityCollideCallback("Player", "Sounds2", "Sounds2", true, 1);
AddEntityCollideCallback("Player", "Right", "Right", true, 1);
AddEntityCollideCallback("Player", "Active", "Active", true, 1);
AddEntityCollideCallback("Player", "Open", "Open", true, 1);
AddEntityCollideCallback("Player", "Locked", "Locked", true, 1);
AddEntityCollideCallback("Player", "NOACTIVE", "NOACTIVE", true, 1);
AddEntityCollideCallback("Player", "CharacternotWrest", "CharacternotWrest", true, 1);
}
void Sounds1(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "player_voices_1.snt", "Player", 0, false);
}
void Sounds2(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "player_voices_2.snt", "Player", 0, false);
}
void Right(string &in asParent, string &in asChild, int alState)
{
SetPlayerActive(false);
MovePlayerHeadPos(0, -0.5, 1.25f, 8, 1.25);
PlaySoundAtEntity("", "player_climb.snt", "Player", 0, false);
SetEntityActive("Arm_2", true);
SetEntityActive("gore_6", true);
SetEntityActive("heart_1", true);
SetEntityActive("heart_2", true);
SetEntityActive("gore_5", true);
SetEntityActive("leg_1", true);
}
void Active(string &in asParent, string &in asChild, int alState)
{
SetPlayerActive(true);
StartPlayerLookAt("LOOK", 10, 10, "");
AddTimer("", 0.4f, "Active2");
}
void Active2(string&in asTimer)
{
StopPlayerLookAt();
PlaySoundAtEntity("", "amb_idle.snt", "castlebase_secret_door_1", 0, false);
}
void Open(string &in asParent, string &in asChild, int alState)
{
AddPropImpulse("castle_3", 0, 0, 0.75f, "World");
PlaySoundAtEntity("", "open_door.snt", "castle_3", 0, false);
PlaySoundAtEntity("", "push.snt", "player", 0, false);
SetEntityActive("chest_1", true);
SetEntityActive("chest_2", false);
SetEntityActive("hook and rope_2", true);
SetEntityActive("hook and rope_1", false);
PlaySoundAtEntity("", "player_afroid.snt", "player", 0, false);
PlaySoundAtEntity("", "player_cough.snt", "player", 0, false);
}
void Locked(string &in asParent, string &in asChild, int alState)
{
SetPlayerActive(false);
StartPlayerLookAt("LOOK2", 10, 10, "");
AddPropImpulse("castle_3", 0, 0, -0.75f, "World");
PlaySoundAtEntity("", "locked_door.snt", "castle_3", 0, false);
PlaySoundAtEntity("", "push.snt", "player", 0, false);
AddTimer("", 1.0f, "Locked2");
}
void Locked2(string&in asTimer)
{
AddPropForce("castle_3", 0, 0, 5.0f, "World");
SetEntityActive("servant_grunt_1", true);
AddTimer("", 4.0f, "Locked3");
}
void Locked3(string&in asTimer)
{
AddPropForce("castle_3", 0, 0, -5.0f, "World");
SetPlayerActive(true);
StartPlayerLookAt("LOOK3", 10, 10, "");
AddTimer("", 0.5f, "Locked4");
}
void Locked4(string&in asTimer)
{
StartPlayerLookAt("LOOK3-2", 10, 10, "");
AddTimer("", 0.5f, "Locked5");
}
void Locked5(string&in asTimer)
{
StartPlayerLookAt("LOOK3-3", 10, 10, "");
PlaySoundAtEntity("", "What.snt", "player", 0, false);
StopPlayerLookAt();
}
void NOACTIVE(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", false);
}
void CharacternotWrest(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "stomach ache.snt", "player", 0, false);
}
void MonsterActivate(string &in asEntity)
{
ChangeMap("Trailer_ch2","PlayerStartArea_1","","");
}Huh
11-21-2013, 08:45 AM
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FlawlessHappiness Offline
Posting Freak

Posts: 3,980
Threads: 145
Joined: Mar 2012
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#2
RE: Scripts no made!

Thank you for the script.

Could you tell me:
What does not work?


You do seem to understand what's going on in scripting, so what is the problem?

Trying is the first step to success.
11-21-2013, 10:19 AM
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