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Full Version: Need help with scripting
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I want to add the following effect into this script but im not sure how to do it.

void FadePlayerRollTo(float afX, float afSpeedMul, float afMaxSpeed);

I dont know if it requires its own string or if i can put it with something. and for future reference should i be posting this question somewhere else?
////////////////////////////////////////////////////////////////
void OnStart()
{
SetEntityPlayerInteractCallback("key_laboratory_1", "ActivateMonster", true);
AddUseItemCallback("OpenDoor", "key_laboratory_1", "level_hub_1", "UnlockLevelDoor", true);
}

void OnEnter()
{

}

void OnLeave()
{

}

void ActivateMonster(string &in item)
{
SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 0, "Idle");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, "Idle");
}

void UnlockLevelDoor(string &in item, string &in entity)
{
SetLevelDoorLocked(entity, false);
}
Yes post in developement support.

I don't know in what way you want it, but you could put it when you unlock the door as an example.

void UnlockLevelDoor(string &in item, string &in entity)
{
SetLevelDoorLocked(entity, false);
FadePlayerRollTo(50, 20, 20);
}
(01-15-2013, 10:53 PM)BeeKayK Wrote: [ -> ]Yes post in developement support.

I don't know in what way you want it, but you could put it when you unlock the door as an example.

void UnlockLevelDoor(string &in item, string &in entity)
{
SetLevelDoorLocked(entity, false);
FadePlayerRollTo(50, 20, 20);
}

thanks for your help, actually that was the wrong code, this is the correct one i needed.
//
StartPlayerLookAt(string& mansion_door_1, 20, 20, string& asAtTargetCallback);
StopPlayerLookAt(3);
///////////////////////////////////////
i dont know what to so with astargetcallback now, im assuming the rest is correct but i don't know.

void OnStart()
{
GiveItemFromFile("lantern", "lantern.ent");
SetEntityPlayerInteractCallback("key_laboratory_1", "ActivateMonster", true);
AddUseItemCallback("OpenDoor", "key_laboratory_1", "level_hub_1", "UnlockLevelDoor", true);
}

void OnEnter()
{

}

void OnLeave()
{

}

void ActivateMonster(string &in item)
{
StartPlayerLookAt(string& mansion_door_1, 20, 20, string& asAtTargetCallback);
StopPlayerLookAt(3);
SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 0, "Idle");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, "Idle");
}

void UnlockLevelDoor(string &in item, string &in entity)
{
SetLevelDoorLocked(entity, false);
}
If you don't know what to do with it, just make it blank like this:

StartPlayerLookAt(string& mansion_door_1, 20, 20, "");



But if you stop the player looking at the brute, then i don't think he will move that much