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		| Linus Ågren   Senior Member
 
 Posts: 309
 Threads: 58
 Joined: Jan 2011
 Reputation: 
5
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			| Scripting a LookAt? 
 
				Well, I have tried scripting a LookAt event, but it doesn't work. What's wrong with this script? The Monster Spawn is working perfectly btw. void CollideAreaMonster(string &in asParent, string &in asChild, int alState){
 StartPlayerLookAt("corpses", 6.0f, 5.0f, "");
 PlaySoundAtEntity("ScareSound2", "react_pant.snt", "Player", 0, true);
 GiveSanityDamage(6.0f, true);
 AddTimer("look_at_corpses", 0.5f, "corpses_scare");
 }
 
 void corpses_scare(string &in asTimer)
 {
 StopPlayerLookAt();
 }
 
 void ClosetMonster(string &in asParent , string &in asChild , int alState)
 {
 SetEntityActive("grunt_1", true);
 ShowEnemyPlayerPosition("grunt_1");
 }
 
 
 ////////////////////////////
 // Run first time starting map
 void OnStart()
 {
 AddEntityCollideCallback("Player", "closetScare" , "ClosetMonster" , true , 1);
 AddEntityCollideCallback("Player", "corpseScare" , "corpses_scare" , true , 1);
 }
 Creator of The Dark Treasure. |  |  
	| 01-20-2011, 07:48 PM |  |  
	
		| jens   Frictional Games
 
 Posts: 4,093
 Threads: 199
 Joined: Apr 2006
 Reputation: 
202
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			| RE: Scripting a LookAt? 
 
				AddEntityCollideCallback("Player", "corpseScare" , "corpses_scare" , true , 1);Is meant to be?
 AddEntityCollideCallback("Player", "corpseScare" , "CollideAreaMonster" , true , 1);
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	| 01-20-2011, 08:41 PM |  |  
	
		| Linus Ågren   Senior Member
 
 Posts: 309
 Threads: 58
 Joined: Jan 2011
 Reputation: 
5
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			| RE: Scripting a LookAt? 
 
				Nope, no differance =/It worked without the timer, but then my char would look at that place forever.
 
 Creator of The Dark Treasure. |  |  
	| 01-20-2011, 10:04 PM |  |  
	
		| Vradcly   Member
 
 Posts: 100
 Threads: 6
 Joined: Jan 2011
 Reputation: 
0
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			| RE: Scripting a LookAt? 
 
				I did like this, maybe you can find what is missing by comparing? 
AddEntityCollideCallback("Player", "Torso_area1", "CollideTorso_area1", true, 1);
 
void CollideTorso_area1(string &in asParent, string &in asChild, int alState) 
{ 
	AddDebugMessage("Looking at torso", false); 
	StartPlayerLookAt("corpse_male_1", 10, 10, ""); 
	AddTimer("stoplook", 25.0f, "TimerStopLook"); 
}
 
void TimerStopLook(string &in asTimer) 
{ 
	AddDebugMessage("Stoped looking", false); 
	StopPlayerLookAt(); 
}
 
Im getting confused by your code so I cant say exactly what you have to do, 
hopefully that will help    |  |  
	| 01-20-2011, 10:20 PM |  |  
	
		| Seragath   Junior Member
 
 Posts: 34
 Threads: 1
 Joined: Jan 2011
 Reputation: 
0
 | 
			| RE: Scripting a LookAt? 
 
				void CollideAreaMonster(string &in asParent, string &in asChild, int alState){
 StartPlayerLookAt("corpses", 6.0f, 5.0f, "");
 PlaySoundAtEntity("ScareSound2", "react_pant.snt", "Player", 0, true);
 GiveSanityDamage(6.0f, true);
 AddTimer("look_at_corpses", 0.5f, "corpses_scare"); // Change the timer to 6.0f not 0.5f
 }
 
 void corpses_scare(string &in asTimer)
 {
 StopPlayerLookAt();
 }
 
 void ClosetMonster(string &in asParent , string &in asChild , int alState)
 {
 SetEntityActive("grunt_1", true);
 ShowEnemyPlayerPosition("grunt_1");
 }
 
 
 ////////////////////////////
 // Run first time starting map
 void OnStart()
 {
 AddEntityCollideCallback("Player", "closetScare" , "ClosetMonster" , true , 1);
 AddEntityCollideCallback("Player", "corpseScare" , "corpses_scare" , true , 1);
 }
The mistake is that the timer will trigger in 0.5 seconds. change it to the same as the amount the StartLookingAt is.
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	| 01-21-2011, 03:56 PM |  |  |