06-11-2012, 04:33 PM
In my custom story, I have a bookshelf that moves to reveal a secret doorway, that is activated by a switch being pulled. I had no items on it, and it looked really plain, so I added books and some Goblets to spice it up. However, I've come across an issue.
When the bookshelf rotates, the goblets go with it, but the books themselves don't. They just stay in their original position, but floating in the air.
Here's my script:
When the bookshelf rotates, the goblets go with it, but the books themselves don't. They just stay in their original position, but floating in the air.
Here's my script:
PHP Code:
void OnStart()
{
SetEntityConnectionStateChangeCallback("lever", "func_shelf");
AddUseItemCallback("", "MasterRoomKey", "MasterRoomDoor", "unlock_door", true);
}
void func_shelf(string &in asEntity, int alState)
{
if (alState == 1)
{AddTimer("", 3, "Forcelook");
SetSwingDoorClosed("MasterRoomDoor", true, true);
SetLampLit("light1room2", false, true);
SetLampLit("light2room2", false, true);
SetLampLit("light3room2", false, true);
SetLampLit("light4room2", false, true);
SetLampLit("light5room2", false, true);
SetLampLit("light6room2", false, true);
SetLampLit("light7room2", false, true);
SetLampLit("light8room2", false, true);
SetLampLit("light9room2", false, true);
SetLampLit("light1hall1", false, true);
SetLampLit("light2hall1", false, true);
SetLampLit("light3hall1", false, true);
SetLampLit("light4hall1", false, true);
SetLampLit("light5hall1", false, true);
SetLampLit("light6hall1", false, true);
SetLampLit("light7hall1", false, true);
SetLampLit("light8hall1", false, true);
SetLampLit("light1room1", false, true);
SetLampLit("light2room1", false, true);
SetLampLit("light3room1", false, true);
SetLampLit("light4room1", false, true);
SetLampLit("light5room1", false, true);
SetLampLit("light6room1", false, true);
SetLampLit("light7room1", false, true);
SetLampLit("light8room1", false, true);
SetLightVisible("point1room2", false);
SetLightVisible("point2room2", false);
SetLightVisible("point3room2", false);
SetLightVisible("point4room2", false);
SetLightVisible("point5room2", false);
SetLightVisible("point6room2", false);
SetLightVisible("point7room2", false);
SetLightVisible("point8room2", false);
SetLightVisible("point9room2", false);
SetLightVisible("point1hall1", false);
SetLightVisible("point2hall1", false);
SetLightVisible("point3hall1", false);
SetLightVisible("point4hall1", false);
SetLightVisible("point5hall1", false);
SetLightVisible("point6hall1", false);
SetLightVisible("point7hall1", false);
SetLightVisible("point8hall1", false);
SetLightVisible("point1room1", false);
SetLightVisible("point2room1", false);
SetLightVisible("point3room1", false);
SetLightVisible("point4room1", false);
SetLightVisible("point5room1", false);
SetLightVisible("point6room1", false);
SetLightVisible("point6room1", false);
SetLightVisible("point8room1", false);
SetMoveObjectState("shelf", 1.0f);
SetMoveObjectState("bookset1", 1.0f);
SetMoveObjectState("bookset2", 1.0f);
SetMoveObjectState("bookset3", 1.0f);
SetMoveObjectState("bookset4", 1.0f);
SetMoveObjectState("bookset5", 1.0f);
SetMoveObjectState("bookset6", 1.0f);
SetMoveObjectState("bookset7", 1.0f);
SetMoveObjectState("bookset8", 1.0f);
SetMoveObjectState("bookset9", 1.0f);
SetMoveObjectState("bookset10", 1.0f);
SetMoveObjectState("bookset11", 1.0f);
SetMoveObjectState("openbook1", 1.0f);
SetMoveObjectState("goblet1", 1.0f);
SetMoveObjectState("goblet2", 1.0f);
SetMoveObjectState("goblet3", 1.0f);
SetMoveObjectState("goblet4", 1.0f);
SetEntityActive("hallwaypoofer", true);
AddEnemyPatrolNode("hallwaypoofer", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("hallwaypoofer", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("hallwaypoofer", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("hallwaypoofer", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("hallwaypoofer", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("hallwaypoofer", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("hallwaypoofer", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("hallwaypoofer", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("hallwaypoofer", "PathNodeArea_9", 2, "");
PlaySoundAtEntity("", "quest_completed.snt", "rotatearea", 0, false);
return;
}
}
void Forcelook(string &in asTimer){StartPlayerLookAt("bedscare", 10, 10, ""); AddTimer("", 1, "ActivateScare");}
void ActivateScare(string &in asTimer){ SetEntityActive("deadbodya", true);
SetEntityActive("deadbodyb", true);
SetEntityActive("deadbodyc", true);
SetEntityActive("redlighta", true);
SetEntityActive("redlightb", true);
SetLightVisible("redlight", true);
GiveSanityDamage(40, true);
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
AddTimer("", 2, "ScareOver");}
void ScareOver(string &in asTimer){StopPlayerLookAt();
SetEntityActive("deadbodyb", false);
SetEntityActive("deadbodyc", false);
SetEntityActive("deadbodya", false);
SetEntityActive("redlighta", false);
SetEntityActive("redlightb", false);
SetLightVisible("redlight", false);}