nkmol
Senior Member
Posts: 252
Threads: 19
Joined: Feb 2011
Reputation:
4
|
RE: Forge to look at object script
an example, if the brute is in front of my cabine (pathnodearea_1) there is a script on that area (scriptArea_2) for sounds.
but when i put like react_breath.snt there is only 1 sound, that's not very long so how could i activate multiple sounds, different .ogg files, and not at one time?
void WalkLeave(string &in asTimer)
{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 5.0f, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 3.0f, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0.0f, "");
AddEntityCollideCallback("servant_grunt_1", "ScriptArea_1", "Leaving", false, 1);
AddEntityCollideCallback("servant_grunt_1", "ScriptArea_2", "Sound", true, 1);
}
void Sound(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("PlayerScared", "react_breath.snt", "Player", 0.0f, true);
}
(This post was last modified: 02-22-2011, 09:28 PM by nkmol.)
|
|
02-22-2011, 09:27 PM |
|
nkmol
Senior Member
Posts: 252
Threads: 19
Joined: Feb 2011
Reputation:
4
|
RE: Nkmols' question
Solved it already, feels stupid if i solve my self, sorry have to look better
Edited my react_breath.snt in notepad and saved as a new file.
putted Loop="true" and Random = "6" (i thought i needed that for the 6differents .ogg sounds, random play them)
(This post was last modified: 02-22-2011, 10:41 PM by nkmol.)
|
|
02-22-2011, 10:40 PM |
|
nkmol
Senior Member
Posts: 252
Threads: 19
Joined: Feb 2011
Reputation:
4
|
RE: Nkmols' question
Got a new question again how could the brute hit the Cabinet like 2times? I have no idea which script i should use :S
|
|
02-23-2011, 04:55 PM |
|
Tanshaydar
From Beyond
Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation:
67
|
RE: Nkmols' question
After 2 hits, deactivate it?
|
|
02-23-2011, 07:16 PM |
|
nkmol
Senior Member
Posts: 252
Threads: 19
Joined: Feb 2011
Reputation:
4
|
RE: Nkmols' question
(02-23-2011, 07:16 PM)Tanshaydar Wrote: After 2 hits, deactivate it?
well the brute should first walk to PathNodeArea_1 and the brute will stand there for a while. after that he needs to notice you and has to hit the cabinet for a couple of times. After that, he doesn't notice you anymore and he will go to the next path, PathNodeArea_2
(This post was last modified: 02-23-2011, 10:53 PM by nkmol.)
|
|
02-23-2011, 09:46 PM |
|
nkmol
Senior Member
Posts: 252
Threads: 19
Joined: Feb 2011
Reputation:
4
|
RE: Nkmols' question
Is there a script for setting detection of "Player" on true? So the monster that's spawned atm Will find you, even if your hidded.
|
|
02-24-2011, 10:46 PM |
|
Linus Ågren
Senior Member
Posts: 309
Threads: 58
Joined: Jan 2011
Reputation:
5
|
RE: Nkmols' question
ShowEnemyPlayerPosition(string& asName);
asName = Name of monster
Creator of The Dark Treasure.
|
|
02-24-2011, 10:48 PM |
|
nkmol
Senior Member
Posts: 252
Threads: 19
Joined: Feb 2011
Reputation:
4
|
RE: Nkmols' question
(02-24-2011, 10:48 PM)junkfood2121 Wrote: ShowEnemyPlayerPosition(string& asName);
asName = Name of monster thnx!
and how to get undetected?
edited: solved it whith adding a new grunt. but if anybody know a undetected script, feel free to reply
but i got a new problem that doesn't want to work, i'm trying to add a message when i dont have the key for the cabinet (that's locked) :
.hps
void UsedKeyDoor(string &in asItem, string &in asEntity)
{
if(HasItem("key_tower_1") == true)
{
SetSwingDoorLocked(asEntity, false, true);
PlayGuiSound("unlock_door.snt", -1);
GiveSanityBoost();
RemoveItem("key_tower_1");
AutoSave();
}
else
{
SetMessage("Hints", "CabinetLocked", -1);
}
}
.lang
<CATEGORY Name="Hints">
<Entry Name="CabinetLocked">It's locked</Entry>
</CATEGORY>
(This post was last modified: 02-25-2011, 05:31 PM by nkmol.)
|
|
02-25-2011, 03:35 PM |
|
nkmol
Senior Member
Posts: 252
Threads: 19
Joined: Feb 2011
Reputation:
4
|
RE: Nkmols' question
i cant find the problem of this message script someone knows the answer?
|
|
02-27-2011, 04:29 PM |
|
Linus Ågren
Senior Member
Posts: 309
Threads: 58
Joined: Jan 2011
Reputation:
5
|
RE: Nkmols' question
I don't think you're going to have the brackets after the "else".
void UsedKeyDoor(string &in asItem, string &in asEntity)
{
if(HasItem("key_tower_1") == true)
{
SetSwingDoorLocked(asEntity, false, true);
PlayGuiSound("unlock_door.snt", -1);
GiveSanityBoost();
RemoveItem("key_tower_1");
AutoSave();
}
else SetMessage("Hints", "CabinetLocked", -1);
}
Creator of The Dark Treasure.
|
|
02-27-2011, 05:15 PM |
|
|