Kyle
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RE: Anyone need help?
There is no possible way "asTimer" can equal "area_step_6". Try this:
if (asTimer == "step6")
{
PlaySoundAtEntity("", "scare_breath.snt", "Player", 0, false);
}
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05-09-2011, 12:51 AM |
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Ge15t
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RE: Anyone need help?
Yeah it still doesnt work. I might just give up on it for the moment. A new question though, if i use FadePlayerFOVMulTo(float afX, float afSpeed);
, how do I return to normal FOV? I have tried AddTimer but that doesnt seem to work
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05-09-2011, 02:26 AM |
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Kyle
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RE: Anyone need help?
If you're trying to figure out the original FOV, try 75 for the float afX, or just keep incrementing it by 5 until you get the right number.
If that's not what you want, then tell me what else. :/
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05-09-2011, 02:37 AM |
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Ge15t
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RE: Anyone need help?
Should have posted my script: void HallucinationCallback(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("EnemyHallucination_1", true);
SetEnemyDisableTriggers("EnemyHallucination_1", true);
AddEnemyPatrolNode("EnemyHallucination_1", "HallucinationPath_1", 1, "");
StartPlayerLookAt("EnemyHallucination_1", 10.0f, 10.0f, "");
AddTimer("", 2.0f, "stoplook2");
PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false);
PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false);
StartScreenShake(0.02, 1, 0.5, 1);
FadePlayerFOVMulTo(0.7, 1);
So this works fine but i need a function to return to normal FOV.. maybe an if statement? Not sure.. im not too good with if's
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05-09-2011, 02:44 AM |
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Kyle
Posting Freak
Posts: 911
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RE: Anyone need help?
You should add a timer when you want it to return to normal.
AddTimer("", 3, "NormFOV");
void NormFOV(string &in asTimer)
{
[set the FOV to normal]
}
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05-09-2011, 03:05 AM |
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masken94
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RE: Anyone need help?
How do I get a screen effect like when the camera zoom fast, so it's scares the player.
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05-09-2011, 09:57 AM |
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Kyle
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RE: Anyone need help?
(05-09-2011, 09:57 AM)masken94 Wrote: How do I get a screen effect like when the camera zoom fast, so it's scares the player.
There are multiple way you can do that.
You could have:
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
GiveSanityDamage(30, true);
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05-09-2011, 10:52 AM |
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Dominic0904
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RE: Anyone need help?
Quick question, how would I get the player to say pant or breath slowly for a certain about of time after a Sanity event?
For example lets say I gave the sanity damage after a script_area trigger. How would I script it so the player would breathe slowly ((but you can hear it)) or pant for say...10-15 seconds? Because I know that the sound file does not loop, it only has the one or two seconds of breathing.
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05-09-2011, 11:01 AM |
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Kyle
Posting Freak
Posts: 911
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RE: Anyone need help?
You're going to have to repeat it.
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "Function01", true, 1);
}
void Function01(string &in asParent, string &in asChild, int alState)
{
GiveSanityDamage(30, true);
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
AddTimer("Sound1", 3, "Function02");
AddTimer("Sound2", 6, "Function02");
AddTimer("Sound3", 9, "Function02");
AddTimer("Sound4", 12, "Function02");
}
void Function02(string &in asTimer)
{
if (asTimer == "Sound1")
{
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
return;
}
else if (asTimer == "Sound2")
{
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
return;
}
else if (asTimer == "Sound3")
{
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
return;
}
else if (asTimer == "Sound4")
{
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
return;
}
}
(This post was last modified: 05-09-2011, 11:13 AM by Kyle.)
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05-09-2011, 11:12 AM |
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Dominic0904
Member
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RE: Anyone need help?
Cheers I'll give it a try and see what happens!
((Yes I am totally milking this help thread as much as I can ))
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05-09-2011, 11:46 AM |
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