11-28-2010, 07:23 AM
11-28-2010, 08:35 AM
(11-28-2010, 07:23 AM)Eyeball27 Wrote: [ -> ]In the game, scary events will have a script that forces the player to look at them. How do I set this up?
Make use of the search for forums. Its been asked before.
Try looking for my 7 questions post.
11-28-2010, 08:50 AM
I've searched multiple times, and found nothing. Your 7 questions post didn't help, either. I know what script to use, I just need some clarification on the values and how to properly set it up.
11-28-2010, 09:12 AM
Hey.this is the script
string& asEntityName = Where you want the player to look at, the name of the entity/area.
float afSpeedMul = The speed at which the player looks at the entity/area (I guess)
float afMaxSpeed = The max speed it will use ( I guess)
You can leave the targetcallback empty if you want(remember "")
anyways, here I have a working script. If you want the player to look faster, just mess up with the time values.
What happens here, is that my player looks at the door (castle_1) and after 1.5 seconds, the player can freely look around.
Hope this helped!
Code:
void StartPlayerLookAt(string& asEntityName, float afSpeedMul, float afMaxSpeed, string &asAtTargetCallback);
string& asEntityName = Where you want the player to look at, the name of the entity/area.
float afSpeedMul = The speed at which the player looks at the entity/area (I guess)
float afMaxSpeed = The max speed it will use ( I guess)
You can leave the targetcallback empty if you want(remember "")
anyways, here I have a working script. If you want the player to look faster, just mess up with the time values.
Code:
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void Lookatdoor(string &in asTimer)
{
if(asTimer == "Lookatdoor_01")
{
StartPlayerLookAt("castle_1",2.0f,5.0f,"");
AddTimer("Lookatdoor_02",1.5f,"Lookatdoor");
}
if(asTimer == "Lookatdoor_02")
{
StopPlayerLookAt();
}
}
What happens here, is that my player looks at the door (castle_1) and after 1.5 seconds, the player can freely look around.
Hope this helped!
11-28-2010, 09:09 PM
(11-28-2010, 09:12 AM)Hooumeri Wrote: [ -> ]Hey.this is the script
Code:void StartPlayerLookAt(string& asEntityName, float afSpeedMul, float afMaxSpeed, string &asAtTargetCallback);
string& asEntityName = Where you want the player to look at, the name of the entity/area.
float afSpeedMul = The speed at which the player looks at the entity/area (I guess)
float afMaxSpeed = The max speed it will use ( I guess)
You can leave the targetcallback empty if you want(remember "")
anyways, here I have a working script. If you want the player to look faster, just mess up with the time values.
Code://///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void Lookatdoor(string &in asTimer)
{
if(asTimer == "Lookatdoor_01")
{
StartPlayerLookAt("castle_1",2.0f,5.0f,"");
AddTimer("Lookatdoor_02",1.5f,"Lookatdoor");
}
if(asTimer == "Lookatdoor_02")
{
StopPlayerLookAt();
}
}
What happens here, is that my player looks at the door (castle_1) and after 1.5 seconds, the player can freely look around.
Hope this helped!
Thanks you! That helped quite a bit.