Janni1234
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RE: Player falls
(06-14-2011, 12:46 PM)Russ Money Wrote: For the "lying on the floor" effect, use this function:
FadePlayerRollTo(50, 150, 150);
Then to return the camera back to horizontal
FadePlayerRollTo(0, 33, 33);
Insert those where they need to be in Janni1234's script.
Okay.Thanks.
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06-14-2011, 01:26 PM |
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Russ Money
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RE: Player falls
(06-14-2011, 01:26 PM)Janni1234 Wrote: Okay.Thanks.
No prob bob.
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06-14-2011, 01:47 PM |
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miguli
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RE: Player falls
Not working, and i dont know where put those:
FadePlayerRollTo(50, 150, 150);
FadePlayerRollTo(0, 33, 33);
Error comes and says:
FATAL ERROR: Could not load script file 'custosm_stories/plah/plah/plah/plaah/castleway.hps'! main(53,1) : ERR : No matching signatures to 'SetPlayerStateToNormal()'
Script:
Quote:void OnStart()
{
AddUseItemCallback("", "key_1", "door_locked_1", "UsedKeyOnDoor", true);
SetEntityPlayerInteractCallback("key_1", "Func03", true);
AddEntityCollideCallback("Player", "yourarea", "yourarea", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_locked_1", false, true);
PlaySoundAtEntity("", "unlock_door", "door_locked_1", 0, false);
RemoveItem("key_1");
}
void Func03(string &in asEntity)
{
SetEntityActive("grunt_2", true);
AddEnemyPatrolNode("grunt_2", "PathNodeArea_1", 0.0f, "");
AddEnemyPatrolNode("grunt_2", "PathNodeArea_2", 0.0f, "");
AddEnemyPatrolNode("grunt_2", "PathNodeArea_3", 0.0f, "");
AddEnemyPatrolNode("grunt_2", "PathNodeArea_4", 0.0f, "");
AddEnemyPatrolNode("grunt_2", "PathNodeArea_5", 0.0f, "");
AddEnemyPatrolNode("grunt_2", "PathNodeArea_6", 0.0f, "");
AddEnemyPatrolNode("grunt_2", "PathNodeArea_7", 0.0f, "");
AddEnemyPatrolNode("grunt_2", "PathNodeArea_8", 0.0f, "");
AddEnemyPatrolNode("grunt_2", "PathNodeArea_9", 0.0f, "");
}
void yourarea(string &in asParent , string &in asChild , int alState)
{
SetPlayerCrouching(true);
FadeOut(2);
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
AddTimer("Timer", 2.0f, "wakeup");
SetPlayerJumpDisabled(true);
SetInventoryDisabled(true);
}
void wakeup(string &in asTimer)
{
StartPlayerLookAt("ScriptArea_1", 2.0, 3.0f, "");
FadeRadialBlurTo(0.07, 0.015f);
FadeIn(2);
AddTimer("Timer", 1.0f, "begin");
}
void begin(string &in asTimer)
{
SetPlayerCrouching(false);
SetPlayerJumpDisabled(false);
SetInventoryDisabled(false);
SetPlayerStateToNormal();
FadeRadialBlurTo(0, 1);
}
// Run when leaving map
void OnLeave()
{
}
Amnesia map:
Hope - Work in Progress.
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06-14-2011, 05:29 PM |
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xtron
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RE: Player falls
well...I guess you could try to change the SetPlayerStateToNormal(); to SetPlayerStateToNormal(false); or just delete it.
Dubstep <3
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06-14-2011, 06:37 PM |
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Roenlond
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RE: Player falls
SetPlayerStateToNormal(); isn't a function, at least not in the wiki page. So it's probably calling a custom function and since there's nothing with that name to call, it errors out. Remove the line and you shouldn't have the error, I believe
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06-14-2011, 06:45 PM |
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miguli
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RE: Player falls
Not working.. :/
Works, but i dont know where i put that falling.
(XD i forgot save map before testing, sorry guys!!)
Amnesia map:
Hope - Work in Progress.
(This post was last modified: 06-14-2011, 08:22 PM by miguli.)
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06-14-2011, 08:03 PM |
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nemesis567
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RE: Player falls
nevermind it...
Today I dreamt the life I could live forever. You only know that when you feel it for you know not what you like until you've experienced it.
(This post was last modified: 06-14-2011, 11:02 PM by nemesis567.)
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06-14-2011, 11:01 PM |
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miguli
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RE: Player falls
Now everything is perfect falling and everything
Amnesia map:
Hope - Work in Progress.
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06-15-2011, 01:59 AM |
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Hardarm
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RE: Player falls
If you want the player really falling i don't know because the plane isn't an entity, though. Am i wrong? i can't even disable it when i click to it on the editor.
listen to boards of canada
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06-15-2011, 01:23 PM |
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