08-17-2011, 05:10 AM
Hey all!
So I am trying to make this happen here:
Player walks through level transfer door into new map. Player goes to end of map and finds note. When player returns to the same level transfer door they entered from, the following "area" is triggered with the following events:
{
GiveSanityDamage(20, true);
SetPlayerActive(false);
AddPlayerBodyForce(-40000, 25000, 0, false);
FadePlayerRollTo(75, 3, 2);
StartPlayerLookAt("level_celler_1", 2, 2, "");
SetPlayerCrouching(true);
AddTimer("", 2, "");
AddTimer("", 10, "");
GivePlayerDamage(10, "BloodSplat", false, false);
SetLanternDisabled(true);
PlaySoundAtEntity("", "player_bodyfall", "Player", 0, false);
FadeRadialBlurTo(1, 0.5);
}
How is it possible for me to make these events triggered by the area, and is it possible to make the area in-active until the player finds the note at the end of the level?
So I am trying to make this happen here:
Player walks through level transfer door into new map. Player goes to end of map and finds note. When player returns to the same level transfer door they entered from, the following "area" is triggered with the following events:
{
GiveSanityDamage(20, true);
SetPlayerActive(false);
AddPlayerBodyForce(-40000, 25000, 0, false);
FadePlayerRollTo(75, 3, 2);
StartPlayerLookAt("level_celler_1", 2, 2, "");
SetPlayerCrouching(true);
AddTimer("", 2, "");
AddTimer("", 10, "");
GivePlayerDamage(10, "BloodSplat", false, false);
SetLanternDisabled(true);
PlaySoundAtEntity("", "player_bodyfall", "Player", 0, false);
FadeRadialBlurTo(1, 0.5);
}
How is it possible for me to make these events triggered by the area, and is it possible to make the area in-active until the player finds the note at the end of the level?