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Create a "Cave In" effect?
GoreGrinder99 Offline
Member

Posts: 166
Threads: 47
Joined: Feb 2013
Reputation: 1
#1
Create a "Cave In" effect?

I'm looking to create a cave in effect but to no luck.

This here are the scripts pertaining to the cave in:

void OnStart()
{
AddEntityCollideCallback("Player", "CaveIn", "CaveIn", true, 1);

SetEntityActive("CaveInFloor", false);
}

void CaveIn(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("special_tunnel_1", false);
SetEntityActive("CaveInFloor", true);
SetEntityActive("block_box_11", false);
AddPropForce("cave_in_1", 1000, 0, 0, "world");
}

After coming to the end of the tunnel I want to have a camera shake and after a small delay for the player to decide if they want to turn back or continue, the cave_in.ent file will collapse into the tunnel, and onto the floor I created since the player won't be able to return to the tunnel afterwards.

Oh, but then again it would be a matter if allowing the player to backtrack out after deactivating the tunnel.

I figured a block box was in my way so I tried to deactivate it as well but after colliding with the area neither the "CaveInFloor", "block_box_11", or the "special_tunnel_1" were de/activated. Any suggestions?

-Grind to the Gore-
(This post was last modified: 08-29-2013, 07:23 PM by GoreGrinder99.)
08-29-2013, 06:27 PM
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summit Offline
Senior Member

Posts: 273
Threads: 20
Joined: Jun 2013
Reputation: 7
#2
RE: Create a "Cave In" effect?

Is the "special_tunnel_1" the tunnel which used in the main menu?
I mean "special_menu_tunnel_1".
08-29-2013, 07:05 PM
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GoreGrinder99 Offline
Member

Posts: 166
Threads: 47
Joined: Feb 2013
Reputation: 1
#3
RE: Create a "Cave In" effect?

(08-29-2013, 07:05 PM)Arbies Wrote: Is the "special_tunnel_1" the tunnel which used in the main menu?
I mean "special_menu_tunnel_1".

No, the secret tunnel in the prison levels but no more worries, I have found a solution.

-Grind to the Gore-
08-29-2013, 07:23 PM
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