| WatzUpzPeepz   Member
 
 Posts: 106
 Threads: 12
 Joined: May 2011
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			| Another Question About Crowbar Puzzle 
 
				Okay, I know I am really annoying just asking the community on this forum questions on scripting,I'm trying to do my part too by helping with as many questions as I can,of course I can't help with questions about scripting but I can help with story development and scares if anyone needs help,I feel as if I'm using the community. lol 
If anyone needs help with a part of a story I can offer some help. 
But anyway,here is the question I'm asking: 
I took the script from Daniel's room for the crowbar and its not completely working,It places the crowbar but doesnt unlock the door or break the crowbar when I move it. 
I have named all the areas and the door the same or is there something missing?
 void OnStart(){
 AddUseItemCallback("", "key1", "door3", "KeyOnClosetDoor", true);
 AddEntityCollideCallback("Player", "DoorSlamArea", "CollideDoorSlam", true, 1);
 AddUseItemCallback("", "key2", "door2", "KeyOnCellarDoor", true);
 AddEntityCollideCallback("crowbar_joint_1", "BreakDoor", "CollideAreaBreakDoor", true, 1);
 AddUseItemCallback("crowbarondoor", "crowbar_1", "mansion_1","UseCrowbarOnDoor", true);
 AddUseItemCallback("crowbaronframe", "crowbar_1", "AreaUseCrowbar", "UseCrowbarOnDoor", true);
 }
 
 void KeyOnClosetDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("door3", false, true);
 PlaySoundAtEntity("", "unlock_door.snt", "door3", 0.0f, true);
 }
 
 void CollideDoorSlam(string &in asParent, string &in asChild, int alState)
 {
 StartPlayerLookAt("door3", 10, 50, "");
 AddTimer("", 0.5f, "TimerSlamDoor");
 SetEntityActive("ParticleSystem_1" , true);
 }
 void TimerSlamDoor(string &in asTimer)
 {
 SetSwingDoorClosed("door3", true, true);
 GiveSanityDamage(4.0f, true);
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 AddTimer("", 2.0f, "TimerStopLook");
 SetEntityActive("armour2", true);
 SetEntityActive("armour1", false);
 }
 
 void TimerStopLook(string &in asTimer)
 {
 StopPlayerLookAt();
 }
 
 void KeyOnCellarDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("door2", false, true);
 PlaySoundAtEntity("", "unlock_door.snt", "door2", 0.0f, true);
 }
 
 void UseCrowbarOnDoor(string &in asItem, string &in asEntity)
 {
 AddTimer(asEntity, 0.2, "TimerSwitchShovel");
 PlaySoundAtEntity("pickupcrow","player_crouch.snt", "Player", 0.05, false);
 
 //Remove callback incase player never touched door
 SetEntityPlayerInteractCallback("mansion_1", "", true);
 SetEntityPlayerInteractCallback("AreaUseCrowbar", "", true);
 
 RemoveItem(asItem);
 }
 void TimerSwitchShovel(string &in asTimer)
 {
 PlaySoundAtEntity("attachshovel","puzzle_place_jar.snt", asTimer, 0, false);
 
 SetEntityActive("crowbar_joint_1", true);
 }
 void CollideAreaBreakDoor(string &in asParent, string &in asChild, int alState)
 {
 GiveSanityBoostSmall();
 
 PlayMusic("10_puzzle01.ogg", false, 0.7, 0.1, 10, false);
 
 SetSwingDoorLocked("mansion_1", false, false);
 SetSwingDoorDisableAutoClose("mansion_1", true);
 SetSwingDoorClosed("mansion_1", false,false);
 
 PlaySoundAtEntity("break","break_wood_metal", "AreaBreakEffect", 0, false);
 CreateParticleSystemAtEntity("breakps", "ps_hit_wood", "AreaBreakEffect", false);
 AddPropImpulse("mansion_1", -3, 0, 0, "world");
 
 SetEntityActive("crowbar_joint_1", false);
 SetEntityActive("crowbar_dyn_1", true);
 
 AddTimer("pushdoor", 0.1, "TimerPushDoor");
 
 AddDebugMessage("Break door!", false);
 }
 void TimerPushDoor(string &in asTimer)
 {
 AddPropImpulse("mansion_1", -1, 2, -4, "world");
 AddTimer("doorclose", 1.1, "TimerDoorCanClose");
 }
 
 void TimerDoorCanClose(string &in asTimer)
 {
 SetSwingDoorDisableAutoClose("mansion_1", false);
 }
Thanks reading! 
If you need help with a small part of your story I can help.   
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