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Anyone need help?
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laser50 Offline
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Posts: 242
Joined: Apr 2011
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Post: #161
RE: Anyone need help?

If you mean with Would this work: The lights go off. Then Yes. I think that would work correctly.
05-18-2011 10:26 PM
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Kyle Offline
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Posts: 911
Joined: Sep 2010
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Post: #162
RE: Anyone need help?

(05-18-2011 10:14 PM)Wonderbread Wrote:  Okay cool, so would this work?

// Makes the Player look at the door after it closes behind them, looks back down hallway, lights go out, and grunt is seen walking.

{

AddEntityCollideCallback("Player", "RoomTwoArea", "CollideRoomTwoArea", true, 1);

}

void CollideRoomTwoArea(string &in asParent, string &in asChild, int alState)
{
    SetSwingDoorClosed("mansion_1", true, true);
    StartPlayerLookAt("mansion_1", 3.0f, 4.0f, "");
    Addtimer("", 1.5f, "EndLook1");
}

void EndLook1(string &in asTimer)
{
    StopPlayerLookAt();
}

{
    StartPlayerLookAt("default_wall_180", 3.0f, 4.0f, "");
    Addtimer("", 2.5f, "EndLook1");
    SetLampLit("Torch_6", false, true);
    SetLampLit("Torch_7", false, true);
    SetLampLit("Torch_8", false, true);
    SetLampLit("Torch_9", false, true);
    SetLampLit("Torch_10", false, true);
    SetEntityActive("servant_grunt_2" , true);
    AddEnemyPatrolNode("servant_grunt_2", "MonsterPath2a", 1, "");

}

void EndLook1(string &in asTimer)
{
    StopPlayerLookAt();
}

How about you try this:

void OnStart()
{
     AddEntityCollideCallback("Player", "RoomTwoArea", "CollideRoomTwoArea", true, 1);
}
void CollideRoomTwoArea(string &in asParent, string &in asChild, int alState)
{
     SetSwingDoorClosed("mansion_1", true, true);
     StartPlayerLookAt("mansion_1", 3.0f, 4.0f, "");
     AddTimer("", 1.5f, "EndLook1");
     AddTimer("", 4, "EndLook2");
}
void EndLook1(string &in asTimer)
{
    StartPlayerLookAt("default_wall_180", 3.0f, 4.0f, "");
    SetLampLit("Torch_6", false, true);
    SetLampLit("Torch_7", false, true);
    SetLampLit("Torch_8", false, true);
    SetLampLit("Torch_9", false, true);
    SetLampLit("Torch_10", false, true);
    SetEntityActive("servant_grunt_2" , true);
    AddEnemyPatrolNode("", "servant_grunt_2", "MonsterPath2a", 1, "");
}
void EndLook2(string &in asTimer)
{
     StopPlayerLookAt();
}

I'm pretty sure this would work now.

05-18-2011 11:58 PM
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Wonderbread Offline
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Posts: 19
Joined: May 2011
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Post: #163
RE: Anyone need help?

One more quick question.. how would I make it so a grunt is spawned when I enter a area only if I have a certain item?
05-19-2011 01:43 AM
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Kyle Offline
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Posts: 911
Joined: Sep 2010
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Post: #164
RE: Anyone need help?

(05-19-2011 01:43 AM)Wonderbread Wrote:  One more quick question.. how would I make it so a grunt is spawned when I enter a area only if I have a certain item?

Try this:

void OnStart()
{
     AddEntityCollideCallback("Player", "ScriptArea_1", "Func01", true, 1);
}
void Func01(string &in asParent, string &in asChild, int alState)
{
     if (HasItem("ItemName") == true)
     {
          SetEntityActive("MonsterName", true);
          return;
     }
}

05-19-2011 02:29 AM
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Sennep Offline
Junior Member

Posts: 47
Joined: Apr 2011
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Post: #165
RE: Anyone need help?

(05-18-2011 07:58 PM)Kyle Wrote:  
(05-18-2011 07:00 PM)Sennep Wrote:  How do you set concaves? Do you really have to manually pull them all into position?

Concaves? What? I don't know what you mean.

Sorry for asking a... weird question.

I meant, when you put wall extensions in the level editor, for example the mansion_base wall extension, do you have to pull them all manually in the right position above the 1st level of walls, or is there an easier way to do it?

Did that make sense? I'm actually not sure.
05-19-2011 09:07 PM
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Kyle Offline
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Posts: 911
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Post: #166
RE: Anyone need help?

(05-19-2011 09:07 PM)Sennep Wrote:  
(05-18-2011 07:58 PM)Kyle Wrote:  
(05-18-2011 07:00 PM)Sennep Wrote:  How do you set concaves? Do you really have to manually pull them all into position?

Concaves? What? I don't know what you mean.

Sorry for asking a... weird question.

I meant, when you put wall extensions in the level editor, for example the mansion_base wall extension, do you have to pull them all manually in the right position above the 1st level of walls, or is there an easier way to do it?

Did that make sense? I'm actually not sure.

There are simpler ways, for example, using the shorcut for dupicating something which is "Ctrl-D". Another way is to increase height under grid controls at the bottom of the editor screen.

05-19-2011 09:11 PM
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Sennep Offline
Junior Member

Posts: 47
Joined: Apr 2011
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Post: #167
RE: Anyone need help?

Thanks for the help! I just thought it was very hard to make them fit right. Its already becoming easier now though.
05-19-2011 09:44 PM
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DannieWest Offline
Member

Posts: 156
Joined: Apr 2011
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Post: #168
RE: Anyone need help?

So err... might be a bit nooby, but where do I find regular spiderweb? :o Searched everywhere and can't find it D:
05-19-2011 10:26 PM
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Kyle Offline
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Posts: 911
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Post: #169
RE: Anyone need help?

(05-19-2011 10:26 PM)DannieWest Wrote:  So err... might be a bit nooby, but where do I find regular spiderweb? :o Searched everywhere and can't find it D:

I'm pretty sure it's under Static Objects and then under Decals.

05-19-2011 10:47 PM
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DannieWest Offline
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Posts: 156
Joined: Apr 2011
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Post: #170
RE: Anyone need help?

Gosh, how did I manage to scroll past it? ;o Well, thanks anyway ^^
(This post was last modified: 05-19-2011 11:10 PM by DannieWest.)
05-19-2011 11:10 PM
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