07-30-2012, 02:07 PM
07-30-2012, 02:09 PM
SetPlayerActive(bool abActive);
07-30-2012, 02:09 PM
SetPlayerActive(false);
07-30-2012, 02:12 PM
Alternatively, if you'd like the player to not move but still have control of the camera, you can use this:
SetPlayerMoveSpeedMul(0.0f);
SetPlayerRunSpeedMul(0.0f);
SetPlayerMoveSpeedMul(0.0f);
SetPlayerRunSpeedMul(0.0f);
07-30-2012, 02:12 PM
(07-30-2012, 02:09 PM)SilentStriker Wrote: [ -> ]SetPlayerActive(bool abActive);
void LightsOut_2(string &in asTimer)
{
StartPlayerLookAt("wall_door_frame_6", 10, 10, "");
AddTimer("StopLook_1", 6, " KillTheLights_1");
SetPlayerActive(false);
}
it should be 6 seconds so is this correct?
07-30-2012, 02:17 PM
(07-30-2012, 02:12 PM)Hartmann Wrote: [ -> ]you need to activate the player again, which i suppose you want to do after lights have been killed?(07-30-2012, 02:09 PM)SilentStriker Wrote: [ -> ]SetPlayerActive(bool abActive);
void LightsOut_2(string &in asTimer)
{
StartPlayerLookAt("wall_door_frame_6", 10, 10, "");
AddTimer("StopLook_1", 6, " KillTheLights_1");
SetPlayerActive(false);
}
it should be 6 seconds so is this correct?
07-30-2012, 02:18 PM
Yes just remember to set the player active.
07-30-2012, 02:18 PM
(07-30-2012, 02:17 PM)ZereboO Wrote: [ -> ]yes correct if you want my whole script i can post it(07-30-2012, 02:12 PM)Hartmann Wrote: [ -> ]you need to activate the player again, which i suppose you want to do after lights have been killed?(07-30-2012, 02:09 PM)SilentStriker Wrote: [ -> ]SetPlayerActive(bool abActive);
void LightsOut_2(string &in asTimer)
{
StartPlayerLookAt("wall_door_frame_6", 10, 10, "");
AddTimer("StopLook_1", 6, " KillTheLights_1");
SetPlayerActive(false);
}
it should be 6 seconds so is this correct?
07-30-2012, 02:20 PM
(07-30-2012, 02:18 PM)Hartmann Wrote: [ -> ]dont need the hole script just add this in you KillTheLights_1 function(07-30-2012, 02:17 PM)ZereboO Wrote: [ -> ]yes correct if you want my whole script i can post it(07-30-2012, 02:12 PM)Hartmann Wrote: [ -> ]you need to activate the player again, which i suppose you want to do after lights have been killed?(07-30-2012, 02:09 PM)SilentStriker Wrote: [ -> ]SetPlayerActive(bool abActive);
void LightsOut_2(string &in asTimer)
{
StartPlayerLookAt("wall_door_frame_6", 10, 10, "");
AddTimer("StopLook_1", 6, " KillTheLights_1");
SetPlayerActive(false);
}
it should be 6 seconds so is this correct?
SetPlayerActive(true);
07-30-2012, 02:22 PM
(07-30-2012, 02:20 PM)ZereboO Wrote: [ -> ]he doesnt freeze at all.(07-30-2012, 02:18 PM)Hartmann Wrote: [ -> ]dont need the hole script just add this in you KillTheLights_1 function(07-30-2012, 02:17 PM)ZereboO Wrote: [ -> ]yes correct if you want my whole script i can post it(07-30-2012, 02:12 PM)Hartmann Wrote: [ -> ]you need to activate the player again, which i suppose you want to do after lights have been killed?(07-30-2012, 02:09 PM)SilentStriker Wrote: [ -> ]SetPlayerActive(bool abActive);
void LightsOut_2(string &in asTimer)
{
StartPlayerLookAt("wall_door_frame_6", 10, 10, "");
AddTimer("StopLook_1", 6, " KillTheLights_1");
SetPlayerActive(false);
}
it should be 6 seconds so is this correct?
SetPlayerActive(true);