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Nkmols' question
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nkmol Offline
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Posts: 252
Joined: Feb 2011
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Post: #1
Nkmols' question

my script doesnt work Confused instead of an area could it be an object to, like a corpse?

script :

void Onstart()
{
StartPlayerLookAt("ritual_prisoner_1", 2, 2, "");

AddTimer("Donelook", 2.5f, "TimerDoneLookAt");
}

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

but when i start the game, the player doesnt look. and i was wondering if i didnt need area to active this script? like if i'm at x position StartPlayerLookAt is true.
(This post was last modified: 02-22-2011 09:29 PM by nkmol.)
02-21-2011 05:23 PM
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Mofo Offline
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Post: #2
RE: Forge to look at object script

Quote:StartPlayerLookAt("ritual_prisoner_1", 2, 2, "");

AddTimer("Donelook", 2.5f, "TimerDoneLookAt");

Put this inside the onEnter instead of the onStart.
02-21-2011 07:31 PM
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nkmol Offline
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Post: #3
RE: Forge to look at object script

(02-21-2011 07:31 PM)Mofo Wrote:  
Quote:StartPlayerLookAt("ritual_prisoner_1", 2, 2, "");

AddTimer("Donelook", 2.5f, "TimerDoneLookAt");

Put this inside the onEnter instead of the onStart.
thanks it works now Big Grin
but could i improve it, when i'm in an area the script will be activated?
02-21-2011 09:22 PM
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Tanshaydar Offline
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Post: #4
RE: Forge to look at object script

You have to add a collide back.
Like, you need to make a script area, then add a code, like this:
void OnStart()
{
     AddEntityCollideCallback("Player", "ScriptArea_6", "TeleportToNormal1", true, 1);
}

void TeleportToNormal1(string &in asParent, string &in asChild, int alState)
{
    StartPlayerLookAt("ScriptArea_14", 100, 100, "");
    AddTimer("LookStopper", 0.1f, "StopLookAt");
    TeleportPlayer("PlayerStartArea_3");
}

02-21-2011 09:32 PM
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nkmol Offline
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Posts: 252
Joined: Feb 2011
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Post: #5
RE: Forge to look at object script

it worked Big Grin

maybe to improve it a lil bit more, is it possible to zoom in, like a shock effect?
ill look to play the shock sound of daniel by myself and reduce sanity


edited : got it worked now Big Grin i added the slow walking/looking and running to Big Grin it feels good that i found out some thing by my self, lol. really thanks for helping Big Grin code so far :
PHP Code: (Select All)
void Onstart()
{

}

void OnEnter()
{
AddEntityCollideCallback("Player""InsanityArea_1""AreaLookAt"true1);    
}

void AreaLookAt(string &in asParentstring &in asChildint alState)
{
    
StartPlayerLookAt("ritual_prisoner_1"22"");
    
AddTimer("Donelook"2.5f"TimerDoneLookAt"); 
    
PlaySoundAtEntity("player_shock""react_scare""Player"0false);
    
GiveSanityDamage(50true);
    
SetPlayerMoveSpeedMul(0.4f);
    
SetPlayerRunSpeedMul(0.4f);
    
SetPlayerLookSpeedMul(0.4f);
}

void TimerDoneLookAt(string &in asTimer)
{
    
StopPlayerLookAt();
    
SetPlayerMoveSpeedMul(1.0f);
    
SetPlayerRunSpeedMul(1.0f);
    
SetPlayerLookSpeedMul(1.0f);

(This post was last modified: 02-21-2011 09:59 PM by nkmol.)
02-21-2011 09:47 PM
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nkmol Offline
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Posts: 252
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Post: #6
RE: Forge to look at object script

I know this is off-topic, but i keep getting question Tongue i where wondering how to play the scary noises? Like footsteps, flashback sound and closing doors etc. Because im not sure if it is a .snt or .ogg file Tongue and how to play 2 sounds after each other in 1 callback?
02-21-2011 10:48 PM
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Pandemoneus Offline
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Post: #7
RE: Forge to look at object script

Stuff doesn't work when you put it into void Onstart() because it is case-sensitive. It has to be OnStart() if you want anything to work in there.

02-21-2011 11:03 PM
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Ongka Offline
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Post: #8
RE: Forge to look at object script

I'll take your script:
void OnEnter()
{
AddEntityCollideCallback("Player", "InsanityArea_1", "AreaLookAt", true, 1);    
}

void AreaLookAt(string &in asParent, string &in asChild, int alState)
{
    PlaySoundAtEntity("sound", "insanity_baby_cry", "AreaSound", 0, false); //AreaSound is where you want the sound to be played
    AddTimer("Donelook", 2.5f, "TimerDoneLookAt");
}

void TimerDoneLookAt(string &in asTimer)
{
    PlaySoundAtEntity("sound", "scare_slam_door", "castle_1", 0, false); //castle_1 is the name of the door
}

Just an example.

[Image: 18694.png]
02-21-2011 11:06 PM
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nkmol Offline
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Posts: 252
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Post: #9
RE: Forge to look at object script

@Pando thanks for seeing such a little mistake Smile

@Ongka but where did you got the name (insanity_baby_cry) of the audio file from? And why no insanity_baby_cry.snt? Tongue
02-21-2011 11:17 PM
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nkmol Offline
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Posts: 252
Joined: Feb 2011
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Post: #10
RE: Forge to look at object script

found them already Tongue
1. but i can't find the insanity effects in the Debug Toolbar (when i touch F1 in-game). i know it's, like Steps_SlimeyRun01, made of different chronologic sounds and different volume of sound. But i doubt i can make by my self such thing xD so i where wondering where that insanity sound pack is?

2. how could i play multiple sounds after each other? like first playing sound 1, after 1,7sec play sound 2. probably has to do whith timers, but don't exacly know how they work Confused

sorry i ask so much Blush if you don't understand my question please reply

here picture of the insanity effect in the Debug Toolbar
[Image: 88734349.png]
02-22-2011 03:55 PM
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