7heDubz
Posting Freak
Posts: 1,329
Threads: 40
Joined: Feb 2013
Reputation:
41
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There has got to be an easier way to do this...
The script works fine, There just has to be an easier way to do this I just don't know how.
My scripting knowledge is mediocre at best while I know most of the words offhand I can't exactly implement them.
Anyone?
void OnStart(){}
void OnLeave(){}
void OnEnter(){
SetEntityPlayerInteractCallback("book", "pages", true);
AddUseItemCallback("", "key", "door", "unlock", true);
SetSwingDoorLocked("door", true, false);
PlayMusic("TemptingSecrets.ogg", true, .7f, .5f, 2, true);
SetEntityActive("book_open_1", false);
}
void unlock(string &in asItem, string &in asEntity){
SetSwingDoorLocked("door", false, true);
PlayGuiSound("unlock_door.snt", 1.0f);
PreloadParticleSystem("Paper_Blow_Fall.ps");
}
void pages(string &in asEntity){
CreateParticleSystemAtEntity("particle", "Paper_Blow_Fall.ps", "particle_spawner", false);
AddPlayerBodyForce(-20000, 0, 0, false);
AddTimer("timer_1", 1.0f, "act_ent1");
AddTimer("timer_10", .5f, "sound1");
}
void sound1(string &in asTimer){
SetEntityActive("fakebook", true);
AddPropForce("fakebook", -150, -30, 0, "world");
PlayGuiSound("book_paper_fall.ogg", 1.0f);
}
void act_ent1(string &in asTimer){
SetEntityActive("note_1", true);
StartPlayerLookAt("note_1", 10, 10, "");
AddTimer("timer_2", 1.0f, "act_ent2");
}
void act_ent2(string &in asTimer){
SetEntityActive("note_2", true);
StartPlayerLookAt("note_3", 5, 5, "");
AddTimer("timer_3", 1.0f, "act_ent3");
AddQuest("pickup", "pickup");
}
void act_ent3(string &in asTimer){
SetEntityActive("note_3", true);
AddTimer("timer_4", 1.0f, "act_ent4");
}
void act_ent4(string &in asTimer){
SetEntityActive("note_4", true);
StartPlayerLookAt("note_5", 5, 5, "");
AddTimer("timer_5", 1.0f, "act_ent5");
}
void act_ent5(string &in asTimer){
SetEntityActive("note_5", true);
StartPlayerLookAt("note_6", 9, 9, "");
AddTimer("timer_6", 1.0f, "act_ent6");
}
void act_ent6(string &in asTimer){
SetEntityActive("note_6", true);
AddTimer("timer_7", 1.0f, "act_ent7");
}
void act_ent7(string &in asTimer){
SetEntityActive("note_7", true);
StartPlayerLookAt("note_8", 7, 7, "");
AddTimer("timer_8", 1.0f, "act_ent8");
}
void act_ent8(string &in asTimer){
SetEntityActive("note_8", true);
StartPlayerLookAt("note_1", 15, 15, "");
StopPlayerLookAt();
}
So what happens is the player clicks on a book and all the pages fall out, One page after the other so the player gets some manner of idea as which to pic up first.
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03-01-2014, 09:22 PM |
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Neelke
Senior Member
Posts: 668
Threads: 82
Joined: Apr 2013
Reputation:
26
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RE: There has got to be an easier way to do this...
Well, the timers can be changed to this.
void pages(string &in asEntity){
CreateParticleSystemAtEntity("particle", "Paper_Blow_Fall.ps", "particle_spawner", false);
AddPlayerBodyForce(-20000, 0, 0, false);
AddTimer("timer_1", 1.0f, "timer");
AddTimer("timer_10", .5f, "timer");
}
void timer(string &in asTimer)
{
if(asTimer == "timer_1"){
SetEntityActive("note_1", true);
StartPlayerLookAt("note_1", 10, 10, "");
AddTimer("timer_2", 1.0f, "act_ent2");
}
else if(asTimer == "timer_10"){
SetEntityActive("fakebook", true);
AddPropForce("fakebook", -150, -30, 0, "world");
PlayGuiSound("book_paper_fall.ogg", 1.0f);
}
}
Or this:
void pages(string &in asEntity){
CreateParticleSystemAtEntity("particle", "Paper_Blow_Fall.ps", "particle_spawner", false);
AddPlayerBodyForce(-20000, 0, 0, false);
AddTimer("timer", 1.0f, "timer");
AddTimer("timer_10", .5f, "sound1");
}
void sound1(string &in asTimer)
{
SetEntityActive("fakebook", true);
AddPropForce("fakebook", -150, -30, 0, "world");
PlayGuiSound("book_paper_fall.ogg", 1.0f);
}
void timer(string &in asTimer)
{
string sEvent = asTimer;
float fEventSpeed = 1.0f;
bool bPauseAtStep = false;
AddLocalVarInt(asTimer, 1);
switch(GetLocalVarInt(sEvent))
{
case 1:
SetEntityActive("note_1", true);
StartPlayerLookAt("note_1", 10, 10, "");
fEventSpeed = 1.0f; //The time before starting the next case
break;
case 2:
SetEntityActive("note_2", true);
StartPlayerLookAt("note_3", 5, 5, "");
AddQuest("pickup", "pickup");
fEventSpeed = 1.0f;
break;
case 3:
//Just continue your timers here
break;
//Called when no more cases are found
default:
bPauseAtStep = true;
break;
}
if(!bPauseAtStep)
AddTimer(sEvent, fEventSpeed, sEvent);
}
Well, there are two here. Hopefully at least one of them well serve useful.
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03-01-2014, 10:08 PM |
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