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Full Version: Making Caveins (debri)
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What function would you use to make it so a cavein happens? As in the debris static object starting from invisible goes to visible and blocks a path.
SetEntityActive function should work nicely
No. Sadly cavein is static item meaning that you cannot make it invisible and then visible. I had same problem in my own Ray of Hope custom story.

There are 2 solutions what you can do.
A) Use entities rocks, maybe scale them and have shit load of time and not guaranteed work.
B) (what I used) Go into custom model editor, edit the cavein into entity and then you can use as Selyp says, first set it invisible and then via that upper function set it visible. Worked perfectly for me Smile.
(08-21-2011, 03:18 AM)Selyp Wrote: [ -> ]SetEntityActive function should work nicely

How do you make the Debris prop start invisible?

I did

Code:
SetEntityActive("cavein",false);

To my Prop Static in the onStart() and it doesnt work
(08-21-2011, 03:21 AM)Elven Wrote: [ -> ]No. Sadly cavein is static item meaning that you cannot make it invisible and then visible. I had same problem in my own Ray of Hope custom story.

There are 2 solutions what you can do.
A) Use entities rocks, maybe scale them and have shit load of time and not guaranteed work.
B) (what I used) Go into custom model editor, edit the cavein into entity and then you can use as Selyp says, first set it invisible and then via that upper function set it visible. Worked perfectly for me Smile.

Where would I save the new .ent? Because If I was to distribute this story Id like it to be included with it :I
First of all into your entities. What I did was that I went into my amnesia folder. Clicked entities and made there new folder called "editedStuff" and put that inside there. You HAVE TO do that to use it in ur own file. Of course you can save it into debris as well, but I do not recommend that way. Then you go into amnesia folder and then: custom_stories/Storyname/entities/editedStuff/yourfilename.ent
If we take that Storyname is your custom story name. This is must, because players need to have that fail as well. You need it for editing, players need it to view it Smile.
BAH it only included the model not the physics collision
I dont know how to help you more, sadly Sad. I am not that advanced yet neither. Started scripting from tuesday Smile-
Look in Entities > Special. There's "cave_in" and "cave_in_destroyed" which should work nicely.
Yea, there's both static and entity based cave-ins in the resources.