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Request How to FadeImageTrailTo????[Solved]
waqas12346 Offline
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Posts: 352
Threads: 38
Joined: Nov 2010
Reputation: 1
#1
Information  How to FadeImageTrailTo????[Solved]

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
(This post was last modified: 07-15-2011, 08:36 PM by waqas12346.)
07-14-2011, 08:02 AM
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Paulpolska Offline
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Posts: 144
Threads: 29
Joined: Jun 2011
Reputation: 0
#2
RE: How to FadeImageTrailTo????

set for example to (1.0, 1.5) ;]

MY CUSTOM STORY - - STILL ALIVE - -
http://www.moddb.com/mods/still-alive
07-14-2011, 08:04 AM
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waqas12346 Offline
Senior Member

Posts: 352
Threads: 38
Joined: Nov 2010
Reputation: 1
#3
RE: How to FadeImageTrailTo????

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

It didn't work Sad HELP!!
(This post was last modified: 07-14-2011, 08:15 AM by waqas12346.)
07-14-2011, 08:05 AM
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Paulpolska Offline
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Posts: 144
Threads: 29
Joined: Jun 2011
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#4
RE: How to FadeImageTrailTo????[Not Solve, HELP]

Maybe Function02 is not called in script

MY CUSTOM STORY - - STILL ALIVE - -
http://www.moddb.com/mods/still-alive
07-14-2011, 08:26 AM
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waqas12346 Offline
Senior Member

Posts: 352
Threads: 38
Joined: Nov 2010
Reputation: 1
#5
RE: How to FadeImageTrailTo????[Not Solve, HELP]

(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
(This post was last modified: 07-14-2011, 08:32 AM by waqas12346.)
07-14-2011, 08:28 AM
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Paulpolska Offline
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Posts: 144
Threads: 29
Joined: Jun 2011
Reputation: 0
#6
RE: How to FadeImageTrailTo????[Not Solve, HELP]

Area voice1 is active on map ?

MY CUSTOM STORY - - STILL ALIVE - -
http://www.moddb.com/mods/still-alive
07-14-2011, 08:43 AM
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waqas12346 Offline
Senior Member

Posts: 352
Threads: 38
Joined: Nov 2010
Reputation: 1
#7
RE: How to FadeImageTrailTo????[Not Solve, HELP]

(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
(This post was last modified: 07-14-2011, 08:47 AM by waqas12346.)
07-14-2011, 08:47 AM
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Paulpolska Offline
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Posts: 144
Threads: 29
Joined: Jun 2011
Reputation: 0
#8
RE: How to FadeImageTrailTo????[Not Solve, HELP]

Maybe you think that FadeImageTrailTo doing something different than is really

MY CUSTOM STORY - - STILL ALIVE - -
http://www.moddb.com/mods/still-alive
(This post was last modified: 07-14-2011, 09:28 AM by Paulpolska.)
07-14-2011, 09:28 AM
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waqas12346 Offline
Senior Member

Posts: 352
Threads: 38
Joined: Nov 2010
Reputation: 1
#9
RE: How to FadeImageTrailTo????[Not Solve, HELP]

(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
(This post was last modified: 07-14-2011, 09:34 AM by waqas12346.)
07-14-2011, 09:33 AM
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Paulpolska Offline
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Posts: 144
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Joined: Jun 2011
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#10
RE: How to FadeImageTrailTo????[Not Solve, HELP]

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

MY CUSTOM STORY - - STILL ALIVE - -
http://www.moddb.com/mods/still-alive
07-14-2011, 09:36 AM
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