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Script Help Wake up script
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Saren Offline
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Posts: 196
Joined: Jan 2012
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Post: #31
RE: Wake up script

(05-05-2012 02:01 AM)Cranky Old Man Wrote:  Magically working code, with pixie dust and sugar flakes on top:


void OnStart()
{

//Callbacks

AddEntityCollideCallback("Player", "Spawnmusic", "PlayMusic", true, 1);
AddEntityCollideCallback("Player", "Stopmusic", "StopMusic", true, 1);
AddEntityCollideCallback("Player", "Missingstaff", "Message1", true, 1);
AddEntityCollideCallback("Player", "Guarddogthoughts", "Message2", true, 1);
AddUseItemCallback("", "Masterbedroomkey", "masterbedroomdoor", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "PlayerCollide2", "MonsterFunction2", true, 1);
}
Lol yea, the map works but not the "Waking up" part

05-05-2012 02:21 AM
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Your Computer Offline
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Post: #32
RE: Wake up script

(05-05-2012 02:21 AM)Saren Wrote:  Lol yea, the map works but not the "Waking up" part

At some point you're going to want to call the wakeup function if you want it to have any effect.

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05-05-2012 02:29 AM
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Saren Offline
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Posts: 196
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Post: #33
RE: Wake up script

(05-05-2012 02:29 AM)Your Computer Wrote:  At some point you're going to want to call the wakeup function if you want it to have any effect.
Oh yea, it does feel like there something missing here... like a fricken CALLBACK, Right.... so the question is, WHAT'S IT CALLED??? Cause I sure have no idea.. The callbacks I know is either used on doors and stuff or require a script area.... I dunno with one fits this...

05-05-2012 02:40 AM
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Cranky Old Man Offline
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Post: #34
RE: Wake up script

Where did you get OnGameStart() from anyway? You're like one out of ten whom I've seen has done this thing.

Noob scripting tutorial: From Noob to Pro

(This post was last modified: 05-05-2012 02:47 AM by Cranky Old Man.)
05-05-2012 02:44 AM
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Your Computer Offline
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Post: #35
RE: Wake up script

(05-05-2012 02:40 AM)Saren Wrote:  Oh yea, it does feel like there something missing here... like a fricken CALLBACK, Right.... so the question is, WHAT'S IT CALLED??? Cause I sure have no idea.. The callbacks I know is either used on doors and stuff or require a script area.... I dunno with one fits this...

All the code you've provided so far hasn't given me enough information to inform you of the syntax required. All i know is that the latest wakeup function you've posted applies to almost no callback.

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05-05-2012 02:45 AM
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Saren Offline
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Post: #36
RE: Wake up script

(05-05-2012 02:45 AM)Your Computer Wrote:  
(05-05-2012 02:40 AM)Saren Wrote:  Oh yea, it does feel like there something missing here... like a fricken CALLBACK, Right.... so the question is, WHAT'S IT CALLED??? Cause I sure have no idea.. The callbacks I know is either used on doors and stuff or require a script area.... I dunno with one fits this...

All the code you've provided so far hasn't given me enough information to inform you of the syntax required. All i know is that the latest wakeup function you've posted applies to almost no callback.
void wakeUp () {
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(0, 2, 500); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true);
AddTimer("trig1", 15.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

void beginStory(string &in asTimer){
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(65, 20, 20); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

void OnStart()
{

//Callbacks
AddEntityCollideCallback("Player", "Spawnmusic", "PlayMusic", true, 1);
AddEntityCollideCallback("Player", "Stopmusic", "StopMusic", true, 1);
AddEntityCollideCallback("Player", "Missingstaff", "Message1", true, 1);
AddEntityCollideCallback("Player", "Guarddogthoughts", "Message2", true, 1);
AddUseItemCallback("", "Masterbedroomkey", "masterbedroomdoor", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "PlayerCollide2", "MonsterFunction2", true, 1);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("masterbedroomdoor", false, true);
PlaySoundAtEntity("", "unlock_door", "masterbedroomdoor", 0, false);
PlaySoundAtEntity("", "03_puzzle_secret", "Player", 0, false);
RemoveItem("Masterbedroomkey");
}

//Doormessages
void MasterBedroomDoor(string &in entity)
{
SetMessage("Messages", "MasterBedroomDoor", 0);
}

//Crowbar
void OnEnter()
{
AddUseItemCallback("", "crowbar_1", "crowbar_door", "UsedCrowbarOnDoor", true);
AddEntityCollideCallback("crowbar_joint_1", "ScriptArea_1", "CollideAreaBreakDoor", true, 1);
}

void UsedCrowbarOnDoor(string &in asItem, string &in asEntity)
{
AddTimer("", 0.2, "TimerSwitchShovel");
RemoveItem("crowbar_1");
}


void TimerSwitchShovel(string &in asTimer)
{
PlaySoundAtEntity("","puzzle_place_jar.snt", "", 0, false);
SetEntityActive("crowbar_joint_1", true);
}


void CollideAreaBreakDoor(string &in asParent, string &in asChild, int alState)
{
AddPlayerSanity(25);
PlayMusic("10_puzzle01.ogg", false, 0.7, 0.1, 10, false);
SetSwingDoorLocked("crowbar_door", false, true);
AddPropImpulse("crowbar_door", 0, 0, -50, "World");
SetSwingDoorDisableAutoClose("crowbar_door", true);
SetSwingDoorClosed("crowbar_door", false, false);
SetMoveObjectState("crowbar_door", 1);
PlaySoundAtEntity("","break_wood_metal", "BreakEffect", 0, false);
CreateParticleSystemAtEntity("", "ps_hit_wood", "BreakEffect", false);
SetEntityActive("crowbar_joint_1", false);
SetLocalVarInt("Door", 1);
}

//Foodstorage grunt
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt_foodstorage", true);
ShowEnemyPlayerPosition("grunt_foodstorage");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_8", 0, "");
}

void Despawngrunt_foodstorage(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("grunt_foodstorage", false);
}

//Penumbra dog
void MonsterFunction2(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("guard_dog", true);
ShowEnemyPlayerPosition("guard_dog");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_15", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_16", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_17", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_18", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_19", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_20", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_21", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_22", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_23", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_24", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_25", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_26", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_27", 0, "");
}

//Messages
void Message1(string &in asChild, string &in asParent, int alState)
{
SetMessage("Messages", "Missingstaff", 5);
}

void Message2(string &in asChild, string &in asParent, int alState)
{
SetMessage("Messages", "Guarddogthoughts", 5);
}

void OnLeave()
{
}

Whole thing..

05-05-2012 02:47 AM
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Your Computer Offline
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Post: #37
RE: Wake up script

Your wakeUp function should do fine being called in OnStart. Though, i would recommend not attempting to fade in the screen so quickly.

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(This post was last modified: 05-05-2012 04:23 PM by Your Computer.)
05-05-2012 04:23 PM
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Saren Offline
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Posts: 196
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Post: #38
RE: Wake up script

Soo, that means the void on start should be at the top??

(This post was last modified: 05-10-2012 11:32 AM by Saren.)
05-05-2012 06:42 PM
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Saren Offline
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Posts: 196
Joined: Jan 2012
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Post: #39
RE: Wake up script

Okay... this is seriously annoying me now... does anyone have a wake up sequence that ACTUALLY work.... cause mine sure as hell don't..

05-10-2012 11:31 AM
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Adrianis Offline
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Posts: 632
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Post: #40
RE: Wake up script

Dude you need to tell us whats wrong. Is there a script error, is the thing just not happening, is it all happenin too fast or is just one part not working? Yes, OnStart should be at the top. TBH I've never tried having it elswhere but I don't think it would react too well, and for organisational purposes I recommend always having OnStart at the start of the script, as this is where the initial setup of variables and callbacks should take place.

It looks like there is still no callback in OnStart to actually start the WakeUp, which you may want. Also, all the stuff in your WakeUp function is going to be executed immediately and simultaneously, from whats in there you probably want some parts to be delayed. Things like the FadeIn/Out, SetPlayerActive/Crouching etc should be done in OnStart. If this wakeing up happens immediatly at the start of the game, then you will probably want all of it in OnStart.

If I was in your position right now, the best thing I could do to figure this out is find a working example of a script for this sort of 'waking up' sequence, study it, and replicate bit by bit till you understand all the parts that are going in. The problem is that this can be quite a complicated sequence to achieve, and if you are not familiar with the flow of logic and how to use functions/loops you may find it very difficult.
05-10-2012 01:38 PM
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