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[SCRIPT] StartPlayerLookAt Help - Printable Version

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+---- Thread: [SCRIPT] StartPlayerLookAt Help (/thread-14246.html)



StartPlayerLookAt Help - .Paradox - 03-26-2012

Hey everyone. I've searched a bit and didn't find what I wanted, all of the StartPlayerLookAt threads didn't show this. I vaguely remember seeing something about it earlier, but I lost it >_> I basically want the player to look at a monster, but I want it to be sharp. The vision jiggles around when it looks at the entity, and then it stops. I want it to stop as soon as it looks at the entity. (note_appear_scare is the grunt)

The player can also look around, and then it goes back to the entity, jiggling again. I don't want that.

Here's my script
Code:
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("note_appear_scare", true);
ShowEnemyPlayerPosition("note_appear_scare");
StartPlayerLookAt("note_appear_scare", 10.0f, 35.0f, "");
AddTimer("", 1.0f, "stoplookatgrunt");
}

void stoplookatgrunt(string &in asTimer)
{
StopPlayerLookAt();
}

Help please. I don't even know what to add to make it sharp.



RE: StartPlayerLookAt Help - palistov - 03-26-2012

If you make the movement too fast, you'll get that "jiggle" you're referring to. Slow it down. Also, to prevent the player from looking around, use SetPlayerActive(false); -- but make sure you reactivate them later so they can move again.


RE: StartPlayerLookAt Help - .Paradox - 03-26-2012

Ah, thanks. But is it at all possible to allow the player to walk around, but not look around?



RE: StartPlayerLookAt Help - ClayPigeon - 03-26-2012

Of course...
If you use StartPlayerLookAt it doesn't stop the player from functioning, only it's mouse controll.