02-07-2014, 05:43 PM
I tried working with the wiki and engine scripts but I have no freaking clue what is happening for it not to work maybe it's a bug, no errors are appearing at least.
Let me talk about the code and level editor. I made this code where when you walk in this script area, it will make the door open quickly with wind particles and stuff.
So this is the code of it
and I made every name in the level editor, comparing to this code. So I have no clue why it is not working at all, or no unknown reason. the code looks fine and nothing is missing. so I am confused, Literally!!!!!!
Let me talk about the code and level editor. I made this code where when you walk in this script area, it will make the door open quickly with wind particles and stuff.
So this is the code of it
Code:
void OnStart()
{
AddEntityCollideCallback("JumpscareDoor", "AreaJumpscare", "SanityDec", true, 1);
AddEntityCollideCallback("Handle", "AreaConnect", "AttachLever", true, 1);
wakeUp();
}
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(10); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
PlayGuiSound("react_pant3.ogg", 1);
FadeSepiaColorTo(0, 2);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.5, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddEntityCollideCallback("Player", "AreaCollide", "EventCollide", true, 1);
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
SetPlayerLampOil(34);
GiveSanityDamage(80, false);
GivePlayerDamage(30 , "" , false, false);
SetPlayerMoveSpeedMul(0.75f);
SetPlayerRunSpeedMul(0);
//SetPlayerLookSpeedMul(0.5);
AddUseItemCallback("", "HollowNeed", "CellDoor", "UseHollowNeedOnDoor", true);
}
void UseHollowNeedOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("CellDoor", false, true);
PlaySoundAtEntity("", "unlock_door.ogg", asEntity, 0, false);
GiveSanityBoostSmall();
RemoveItem(asItem);
}
void EventCollide(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("CellGuardGrunt", true);
AddEnemyPatrolNode("CellGuardGrunt", "Node_1",0.001f, "");
AddEnemyPatrolNode("CellGuardGrunt", "Node_4",0.001f, "");
AddEnemyPatrolNode("CellGuardGrunt", "Node_6",0.001f, "");
AddEnemyPatrolNode("CellGuardGrunt", "Node_10",0.001f, "");
AddEnemyPatrolNode("CellGuardGrunt", "Node_15",0.001f, "");
AddEnemyPatrolNode("CellGuardGrunt", "Node_18",0.001f, "");
}
void AttachLever(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Lever", true);
SetEntityActive(asParent, false);
PlayGuiSound("04_place_wood.ogg", 1);
SetEntityActive("Mount", false);
}
void UnlockDoor(string &in asEntity, int LeverState)
{
if(LeverState == 1)
{
SetSwingDoorLocked("Open", false, true);
SetPropStaticPhysics("Open", false);
SetEntityActive("Message", false);
GiveSanityBoostSmall();
PlaySoundAtEntity("", "unlock_door.ogg", "Open", 0, false);
SetLeverStuckState(asEntity, LeverState, false);
}
}
void SanityDec(string &in asParent, string &in asChild, int alState)
{
PlayGuiSound("react_scare1.ogg", 1);
GiveSanityDamage(15, true);
}
void int01(string &in asEntity)
{
SetMessage("Messages", "Message", 5);
}
void CollideOpeningDustDoor(string &in asParent, string &in asChild, int alState)
{
CreateParticleSystemAtEntity("PSDoor_1", "ps_dust_paper_blow.ps", "AreaDoor_1", false);
CreateParticleSystemAtEntity("PSDoor_2", "ps_dust_push.ps", "AreaDoor_1", false);
PlaySoundAtEntity("SoundDoor_1", "scare_wind_reverse", "AreaDoor_1", 1.0f, false);
PlaySoundAtEntity("creaking_door", "joint_door_move_special.snt", "Door_1", 1.0 / 2.5f, false);
PlaySoundAtEntity("SoundBong", "scare_tingeling.snt", "Player", 0.0f, false);
AddTimer("opendoor_1", 0.25f, "TimerOpenDoor01");
AddTimer("lightsout", 1, "TimerOpenDoor01");
AddTimer("stopeffect", 2, "TimerOpenDoor01");
StartScreenShake(0.007f,2, 0.25f,1);
FadePlayerFOVMulTo(1.5, 0.5f);
/*For CollideBeginSwirl
*/
PlaySoundAtEntity("SoundFeet1", "01_tiny1", "AreaBeginSwirl", 15.0f, false);
/*DEBUG
*/
AddDebugMessage("The door at "+asChild+" opens with dust", true);
}
void TimerOpenDoor01(string &in asTimer)
{
if(asTimer == "stopeffect"){
FadePlayerFOVMulTo(1, 1);
PlaySoundAtEntity("breath", "react_breath.snt", "Player", 1.0 / 0.75f, false);
AddTimer("lookloop", 1, "TimerRandomLook"); //Re-activate the spinning head
return;
}
if(asTimer == "lightsout"){
for(int i=1;i<=4;i++) SetLampLit("torch_static01_"+i, false, true);
for(int i=1;i<=4;i++) FadeLightTo("LightOff_"+i, 0, 0, 0, 0, 0, 1.5f);
PlaySoundAtEntity("breath2", "react_breath.snt", "Player", 1.0 / 1, false);
return;
}
PlaySoundAtEntity("Wind", "general_wind_whirl", "Player", 2, false);
PlaySoundAtEntity("scare", "react_scare.snt", "Player", 0.75f, false);
StopSound("creaking_door", 1.0f);
PlayMusic("18_amb.ogg", true, 1.0f, 0, 0, true);
CreateParticleSystemAtEntity("PSDoor_3", "ps_dust_push.ps", "AreaDoor_2", false);
CreateParticleSystemAtEntity("PSDoor_4", "ps_dust_push.ps", "AreaDoor_3", false);
SetSwingDoorClosed("Door_1", false, false);
SetSwingDoorDisableAutoClose("Door_1", true);
AddTimer("Door_1", 0.01f, "TimerSwingDoor");
GiveSanityDamage(10, true);
}
and I made every name in the level editor, comparing to this code. So I have no clue why it is not working at all, or no unknown reason. the code looks fine and nothing is missing. so I am confused, Literally!!!!!!