Bucket on rope won't work on the well!
I am trying to make a bucket go on the rope o the well when you press tab you double click the bucket and you click on the rope of the well and it goes on it, but for me it's not working I've made the code but it's not working! can anybody tell me what I should add or what I should do?
Now don't ask anything about the level editor because whatever I did on it, is right and done for it to work, but ti's not working maybe because of the code!
void OnStart()
{
wakeUp();
}
void wakeUp() {
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(10); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(0, 2);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.5, 2);
SetPlayerCrouching(true); // Simulates being on the ground
PlayMusic("18_amb.ogg", true, 1, 4, 1, true);
AddEntityCollideCallback("Player", "AreaCollide", "EventCollide", true, 1);
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
void beginStory(string &in asTimer) {
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
SetPlayerLampOil(27);
GiveSanityDamage(80, false);
GivePlayerDamage(30 , "false" , false, false);
SetPlayerMoveSpeedMul(0.54f);
SetPlayerRunSpeedMul(0);
//SetPlayerLookSpeedMul(0.5);
AddUseItemCallback("", "HollowNeedle", "CellDoor", "UseHollowNeedleOnDoor", true);
AddUseItemCallback("BucketOnRope", "wooden_bucket_1", "AreaRopeInteraction", "UseBucketOnRope", false);
AddUseItemCallback("BucketOnRope", "wooden_bucket_1", "crank_wheel_1", "UseBucketOnRope", false);
AddUseItemCallback("BucketOnPipe", "wooden_bucket_1", "AreaBucketPipe", "UseBucketOnPipe", true);
AddUseItemCallback("BucketOnPipe", "wooden_bucket_1", "cell_room_broken_pipe_1", "UseBucketOnPipe", true);
AddUseItemCallback("BucketOnPipe", "wooden_bucket_1", "AreaBucketPipe_2", "UseBucketOnPipe", true);
AddUseItemCallback("BucketOnRope", "wooden_bucket_filled_1", "AreaRopeInteraction", "UseFilledBucketOnRope", false);
AddUseItemCallback("BucketOnRope", "wooden_bucket_filled_1", "crank_wheel_1", "UseFilledBucketOnRope", false);
///////////////////////////
// Connections
InteractConnectPropWithRope("WellRope","crank_wheel_1", "RopeArea_1", false, 5,8,8, false, 0);
}
void UseHollowNeedleOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("CellDoor", false, true);
PlaySoundAtEntity("", "unlock_door.ogg", asEntity, 0, false);
RemoveItem(asItem);
}
void EventCollide(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("CellGuardGrunt", true);
AddEnemyPatrolNode("CellGuardGrunt", "Node_1",0.001f, "");
AddEnemyPatrolNode("CellGuardGrunt", "Node_4",0.001f, "");
AddEnemyPatrolNode("CellGuardGrunt", "Node_6",0.001f, "");
AddEnemyPatrolNode("CellGuardGrunt", "Node_10",0.001f, "");
AddEnemyPatrolNode("CellGuardGrunt", "Node_15",0.001f, "");
AddEnemyPatrolNode("CellGuardGrunt", "Node_18",0.001f, "");
}
(This post was last modified: 01-20-2014, 05:03 PM by Radical Batz.)
|