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[REQUEST] How to FadeImageTrailTo????[Solved] - Printable Version

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+---- Thread: [REQUEST] How to FadeImageTrailTo????[Solved] (/thread-9141.html)

Pages: 1 2


How to FadeImageTrailTo????[Solved] - waqas12346 - 07-14-2011

I have this script. I tried 1000 times but it didnt work Sad I am sure I'm missing something
Spoiler below!

void OnStart()
{
AddEntityCollideCallback("enemy_suitor_2", "despawn", "Function01", true, 1);
AddEntityCollideCallback("Player", "voice1", "Function02", true, 1);
AddEntityCollideCallback("Player", "goon", "Function03", true, 1);
AddEntityCollideCallback("Player", "voice2", "Function04", true, 1);
AddEntityCollideCallback("Player", "carefulvoice", "Function05", true, 1);
AddEntityCollideCallback("Player", "itoldyou", "Function06", true, 1);
AddEntityCollideCallback("servant_brute_1", "lastchance", "Function07", true, 1);
AddEntityCollideCallback("Player", "voice3", "Function08", true, 1);
AddEntityCollideCallback("Player", "lastvoice", "Function09", true, 1);
AddEntityCollideCallback("Player", "active", "Function10", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_1", "Function11", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_2", "Function12", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_3", "Function13", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_4", "Function14", true, 1);
AddEntityCollideCallback("Player", "keepgoing", "Function15", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_6", "Function16", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_7", "Function17", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_8", "Function18", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_9", "Function19", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_10", "Function20", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_11", "Function21", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_12", "Function22", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_13", "Function23", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_14", "Function24", true, 1);
AddEntityCollideCallback("enemy_suitor_1", "ScriptArea_15", "Function25", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_5", "Function26", true, 1);
}


void Function01(string &in asParent, string &in asChild, int alState)
{
SetPlayerCrouching(false);
StopPlayerLookAt();
SetPlayerActive(true);
SetEntityActive("enemy_suitor_2", false);
GiveSanityDamage(0.1, true);
PlayGuiSound("despawn.snt",1.0f);
}

void Function02(string &in asParent, string &in asChild, int alState)
{
FadeImageTrailTo(1.0, 1.5);
GiveSanityDamage(5, true);
PlayGuiSound("2.snt",1.0f);
SetMessage("Messages", "Voice1", 16.0f);
}

void Function03(string &in asParent, string &in asChild, int alState)
{
GiveSanityDamage(5, true);
PlayGuiSound("3.snt",1.0f);
SetMessage("Messages", "Voice2", 5.0f);
}

void Function04(string &in asParent, string &in asChild, int alState)
{
GiveSanityDamage(5, true);
PlayGuiSound("4.snt",1.0f);
SetMessage("Messages", "Voice3", 7.0f);
}

void Function05(string &in asParent, string &in asChild, int alState)
{
GiveSanityDamage(5, true);
PlayGuiSound("5.snt",1.0f);
SetMessage("Messages", "Voice4", 9.0f);
}

void Function06(string &in asParent, string &in asChild, int alState)
{
GiveSanityDamage(5, true);
PlayGuiSound("6.snt",1.0f);
SetMessage("Messages", "Voice5", 4.0f);
SetEntityActive("servant_brute_1", true);
SetPlayerActive(false);
StartPlayerLookAt("servant_brute_1", 1.0f, 1.0f, "");
ShowEnemyPlayerPosition("servant_brute_1");
}

void Function07(string &in asParent, string &in asChild, int alState)
{
GiveSanityDamage(70, true);
PlayGuiSound("7.snt",1.0f);
SetMessage("Messages", "Voice6", 11.0f);
FadeEnemyToSmoke("servant_brute_1", true);
SetPlayerActive(true);
StopPlayerLookAt();
}

void Function08(string &in asParent, string &in asChild, int alState)
{
GiveSanityDamage(1, true);
PlayGuiSound("8.snt",1.0f);
SetMessage("Messages", "Voice7", 7.0f);
SetEntityActive("lantern_1", true);
}

void Function09(string &in asParent, string &in asChild, int alState)
{
GiveSanityDamage(1, true);
PlayGuiSound("9.snt",1.0f);
SetMessage("Messages", "Voice8", 20.0f);
}

void Function10(string &in asParent, string &in asChild, int alState)
{
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_2", 0, "");
ShowEnemyPlayerPosition("enemy_suitor_1");
SetEntityActive("enemy_suitor_1", true);
SetPlayerMoveSpeedMul(1.15f);
}

void Function11(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_1", false);
SetEntityActive("wood_box01_2", false);
SetEntityActive("wood_box01_3", false);
SetEntityActive("wood_box01_4", false);
SetEntityActive("wood_box01_5", false);
SetEntityActive("wood_box01_6", false);
SetEntityActive("wood_box01_7", false);
}

void Function12(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_8", false);
SetEntityActive("wood_box01_9", false);
SetEntityActive("wood_box01_10", false);
SetEntityActive("wood_box01_11", false);
SetEntityActive("wood_box01_12", false);
SetEntityActive("wood_box01_13", false);
SetEntityActive("wood_box01_14", false);
}

void Function13(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_15", false);
SetEntityActive("wood_box01_16", false);
SetEntityActive("wood_box01_17", false);
SetEntityActive("wood_box01_18", false);
SetEntityActive("wood_box01_19", false);
SetEntityActive("wood_box01_20", false);
SetEntityActive("wood_box01_21", false);
}

void Function14(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_22", false);
SetEntityActive("wood_box01_23", false);
SetEntityActive("wood_box01_24", false);
SetEntityActive("wood_box01_25", false);
SetEntityActive("wood_box01_26", false);
SetEntityActive("wood_box01_27", false);
SetEntityActive("wood_box01_28", false);
}

void Function15(string &in asParent, string &in asChild, int alState)
{
GiveSanityDamage(1, true);
PlayGuiSound("10.snt",1.0f);
SetMessage("Messages", "Voice9", 5.0f);
}


void Function16(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_29", false);
SetEntityActive("wood_box01_30", false);
SetEntityActive("wood_box01_31", false);
SetEntityActive("wood_box01_32", false);
SetEntityActive("wood_box01_33", false);
SetEntityActive("wood_box01_34", false);
SetEntityActive("wood_box01_35", false);
}

void Function17(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_36", false);
SetEntityActive("wood_box01_37", false);
SetEntityActive("wood_box01_38", false);
SetEntityActive("wood_box01_39", false);
SetEntityActive("wood_box01_40", false);
SetEntityActive("wood_box01_41", false);
SetEntityActive("wood_box01_42", false);
}

void Function18(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_43", false);
SetEntityActive("wood_box01_44", false);
SetEntityActive("wood_box01_45", false);
SetEntityActive("wood_box01_46", false);
SetEntityActive("wood_box01_47", false);
SetEntityActive("wood_box01_48", false);
SetEntityActive("wood_box01_49", false);
}
void Function19(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_50", false);
SetEntityActive("wood_box01_51", false);
SetEntityActive("wood_box01_52", false);
SetEntityActive("wood_box01_53", false);
SetEntityActive("wood_box01_54", false);
SetEntityActive("wood_box01_55", false);
SetEntityActive("wood_box01_56", false);
}
void Function20(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_57", false);
SetEntityActive("wood_box01_58", false);
SetEntityActive("wood_box01_59", false);
SetEntityActive("wood_box01_60", false);
SetEntityActive("wood_box01_61", false);
SetEntityActive("wood_box01_62", false);
SetEntityActive("wood_box01_63", false);
}
void Function21(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_64", false);
SetEntityActive("wood_box01_65", false);
SetEntityActive("wood_box01_66", false);
SetEntityActive("wood_box01_67", false);
SetEntityActive("wood_box01_68", false);
SetEntityActive("wood_box01_69", false);
SetEntityActive("wood_box01_70", false);
}
void Function22(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_71", false);
SetEntityActive("wood_box01_72", false);
SetEntityActive("wood_box01_73", false);
SetEntityActive("wood_box01_74", false);
SetEntityActive("wood_box01_75", false);
SetEntityActive("wood_box01_76", false);
SetEntityActive("wood_box01_77", false);
}
void Function23(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_78", false);
SetEntityActive("wood_box01_79", false);
SetEntityActive("wood_box01_80", false);
SetEntityActive("wood_box01_81", false);
SetEntityActive("wood_box01_82", false);
SetEntityActive("wood_box01_83", false);
SetEntityActive("wood_box01_84", false);

}
void Function24(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_85", false);
SetEntityActive("wood_box01_86", false);
SetEntityActive("wood_box01_87", false);
SetEntityActive("wood_box01_88", false);
SetEntityActive("wood_box01_89", false);
SetEntityActive("wood_box01_90", false);
SetEntityActive("wood_box01_91", false);
}
void Function25(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.25f, 0.25f, 0.25f, 0.25f);
ShowEnemyPlayerPosition("enemy_suitor_1");
PlayGuiSound("break_door_suitor.snt",1.0f);
SetEntityActive("wood_box01_92", false);
SetEntityActive("wood_box01_93", false);
SetEntityActive("wood_box01_94", false);
SetEntityActive("wood_box01_95", false);
SetEntityActive("wood_box01_96", false);
SetEntityActive("wood_box01_97", false);
SetEntityActive("wood_box01_98", false);
}
void Function26(string &in asParent, string &in asChild, int alState)
{
StartCredits("creditswithvoice.ogg", true, "Ending", "MainCredits", 5);
PlayGuiSound("Loud.snt",1.0f);
}

void OnEnter()
{
SetPlayerCrouching(true);
SetPlayerMoveSpeedMul(0.5f);
PlayMusic("25_amb", true, 1.0f, 0, 0, true);
GiveSanityDamage(99, true);
SetPlayerActive(false);
StartPlayerLookAt("cellar_wood01_1", 1.0f, 1.0f, "");
AddEnemyPatrolNode("enemy_suitor_2", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("enemy_suitor_2", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("enemy_suitor_2", "PathNodeArea_4", 0, "");
}
void OnLeave()
{

}


If you want me to show the full script, I Will. But please I want to FadeImageTrailTo Big Grin I like this Effect, It's like Road is getting far away from us Big Grin

Thanks,
Waqas Shy


RE: How to FadeImageTrailTo???? - Paulpolska - 07-14-2011

set for example to (1.0, 1.5) ;]


RE: How to FadeImageTrailTo???? - waqas12346 - 07-14-2011

(07-14-2011, 08:04 AM)Paulpolska Wrote: set for example to (1.0, 1.5) ;]

It didn't work Sad HELP!!


RE: How to FadeImageTrailTo????[Not Solve, HELP] - Paulpolska - 07-14-2011

Maybe Function02 is not called in script


RE: How to FadeImageTrailTo????[Not Solve, HELP] - waqas12346 - 07-14-2011

(07-14-2011, 08:26 AM)Paulpolska Wrote: Maybe Function02 is not called in script

Ok check Spoiler. I added all the script Shy and please help Undecided Everything worked, Just need to trail the image Big Grin


RE: How to FadeImageTrailTo????[Not Solve, HELP] - Paulpolska - 07-14-2011

Area voice1 is active on map ?


RE: How to FadeImageTrailTo????[Not Solve, HELP] - waqas12346 - 07-14-2011

(07-14-2011, 08:43 AM)Paulpolska Wrote: Area voice1 is active on map ?

Yep it's active, Everything is working...... Just...... FadeImageTrailTo Sad Sad Sad


RE: How to FadeImageTrailTo????[Not Solve, HELP] - Paulpolska - 07-14-2011

Maybe you think that FadeImageTrailTo doing something different than is really


RE: How to FadeImageTrailTo????[Not Solve, HELP] - waqas12346 - 07-14-2011

(07-14-2011, 09:28 AM)Paulpolska Wrote: Maybe you think that FadeImageTrailTo doing something different than is really

Yes, I know. Do you know that when
Spoiler below!

when we entered in Master Orb room by DamnNoHtml. The blurish screen and image was far like that bla bla. And when We Picked up Master orb. The screen came to it's original position.


I want to do this, I'm working on my map since 2 months now Sad


RE: How to FadeImageTrailTo????[Not Solve, HELP] - Paulpolska - 07-14-2011

2 months ? nice. I finished my custom story in 2 weeks and have eight maps. Hmm I must release it Big Grin