flamez3
Posting Freak
Posts: 1,320
Joined: Apr 2011
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RE: How do I use particle system for this scare?
Im not sure this is what you mean, but you can SetPropHealth("door", 0.5f); and that would bang the door pretty hard (might break it a bit)
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| 12-05-2011 12:23 AM |
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Statyk
Modmau5
Posts: 3,600
Joined: Sep 2011
Reputation: 198
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RE: How do I use particle system for this scare?
Set a script area near the door the the player will walk into the activate the script and name it "bangarea". Go into the script and try this (fill in capitalizations with your own info):
//________________________________
void OnStart()
{
AddEntityCollideCallback("Player", "bangarea", "bang_func", true, 1);
}
void bang_func(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("DOORNAME", 10, 10, ""); //This makes the player turn to the banging door
PlaySoundAtEntity("", "BANGINGSOUND.snt", "DOORNAME", 0, false); //The sound of the thuds. Find which one you like best.
CreateParticleSystemAtEntity("", "ps_break_mansionbase_wall.ps", "DOORNAME", true); //The debris off the door. You can change the .ps if you don't like this one.
AddTimer("", YOURTIME+f, "lookawayfromdoor"); //This timer leads to the "look away" script to stop looking at the door and giving player control.
}
void lookawayfromdoor(string &in asTimer)
{
StopPlayerLookAt();
}
//_________________________________
Remember, in the timer, to put the amount of seconds you want to stay looking at the door. an example of this would be: 1 or 1.2f, understand?
(This post was last modified: 12-05-2011 12:26 AM by Statyk.)
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| 12-05-2011 12:25 AM |
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DarkSnowman
Junior Member
Posts: 13
Joined: Sep 2011
Reputation: 0
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RE: How do I use particle system for this scare?
(12-05-2011 12:25 AM)Statyk Wrote: Set a script area near the door the the player will walk into the activate the script and name it "bangarea". Go into the script and try this (fill in capitalizations with your own info):
//________________________________
void OnStart()
{
AddEntityCollideCallback("Player", "bangarea", "bang_func", true, 1);
}
void bang_func(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("DOORNAME", 10, 10, ""); //This makes the player turn to the banging door
PlaySoundAtEntity("", "BANGINGSOUND.snt", "DOORNAME", 0, false); //The sound of the thuds. Find which one you like best.
CreateParticleSystemAtEntity("", "ps_break_mansionbase_wall.ps", "DOORNAME", true); //The debris off the door. You can change the .ps if you don't like this one.
AddTimer("", YOURTIME+f, "lookawayfromdoor"); //This timer leads to the "look away" script to stop looking at the door and giving player control.
}
void lookawayfromdoor(string &in asTimer)
{
StopPlayerLookAt();
}
//_________________________________
Remember, in the timer, to put the amount of seconds you want to stay looking at the door. an example of this would be: 1 or 1.2f, understand?
Perfect  this is just what I was looking for! Thanks for the help~!
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| 12-05-2011 12:31 AM |
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Statyk
Modmau5
Posts: 3,600
Joined: Sep 2011
Reputation: 198
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RE: How do I use particle system for this scare?
No Problem brah =] lol Glad to help
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| 12-05-2011 12:33 AM |
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