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Lowering a metal_bridge_vert with a lever?
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Beatlebattle Offline
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Post: #1
Lowering a metal_bridge_vert with a lever?
I've tried to use the script from the campaign but it's way to difficult for me to understand. I've tried some other things like replace the upper bridge with a lower bridge but visually it looks like crap. I wonder how to lower the bridge after you've pulled all the 3 levers with a simple as possible script. Does anyone have any experience with this?
(This post was last modified: 01-30-2011 06:45 PM by Beatlebattle.)
01-30-2011 06:43 PM
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Beatlebattle Offline
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Post: #2
RE: Lowering a metal_bridge_vert with a lever?
It seems this might be too difficult. I guess I could try to use only 1 lever for the bridge to lower but I still don't know how. I would really like to have the script because when I got this my story is finished Smile
01-31-2011 02:49 PM
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Vradcly Offline
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Post: #3
RE: Lowering a metal_bridge_vert with a lever?
Ill let you know if i do anything similar, but right now I cant help you...
02-01-2011 12:06 AM
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Beatlebattle Offline
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RE: Lowering a metal_bridge_vert with a lever?
(02-01-2011 12:06 AM)Vradcly Wrote:  Ill let you know if i do anything similar, but right now I cant help you...

I just figured it out how to do it. I copied it somewhere else. Here's the script:

void InteractBridgeLever1(string &in asEntity, int alState)
{
if(alState == 0) return;
string sBridge = asEntity=="" ? "" : "bridge_metal_vert_1";

if(alState == -1)
{
if(GetLocalVarInt(asEntity) == -1) return; //Fix behaviour error if pulling lever double direction.
SetMoveObjectState(sBridge, 2.66);
PlaySoundAtEntity("soundclank_"+sBridge, "14_elevator_clank", "Player", 0.5f, false);
StartScreenShake(0.05f, 0.5f, 0.2f, 0.6f);
}

SetLeverStuckState(asEntity, alState, true);
AddDebugMessage(asEntity + " State: "+alState, true);
}
void OnStart()
{

You have to fill InteractBridgeLever1 in the levers ConnectStateChangeCallback
(This post was last modified: 02-01-2011 12:13 AM by Beatlebattle.)
02-01-2011 12:11 AM
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