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Help with looking at area
Wank Offline
Junior Member

Posts: 28
Threads: 11
Joined: May 2013
Reputation: 0
#5
RE: Help with looking at area

(05-26-2013, 02:06 AM)JustAnotherPlayer Wrote:
(05-26-2013, 01:58 AM)Wank Wrote:
(05-26-2013, 01:53 AM)JustAnotherPlayer Wrote: This is the "voluntary" code. This means that the Player isn't being forced to look at this.
void OnStart()
{
SetEntityPlayerLookAtCallback("Look", "MessageAppear", true); //Change true to false if you want the message to appear over and over again.
}

void MessageAppear(string &in asEntity, int alState)
{
SetMessage("MessageCategory", "MessageEntry", 0); //Change 0 to how long you want the message to appear. 0 means it will count how many strings it have and calculate the time.
}

What do I do for "Message Category" and "Message Entry"? This is a script area so...

You want a text to appear when the Player is looking at the area, right? The Message Category is the category of the message you want and Message Entry is the entry of the message in the same category earlier.

I still don't fully understand. I have 11 areas likes this. Here is my code- (Oh and sorry for not understanding Sad ) So basiclly I want them to say what they are named so "A, B, C" blah blah blah.


void OnStart ()
{
SetEntityPlayerLookAtCallback("LookA", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookB", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookC", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookD", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookE", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookF", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookG", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookH", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookI-J", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookK", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookM", "MessageAppear", false);
}
void MessageAppear(string &in asEntity, int alState)
{
SetMessage("Message", "MessageEntry", 0); //Change 0 to how long you want the message to appear. 0 means it will count how many strings it have and calculate the time.
}

(05-26-2013, 02:08 AM)Wank Wrote:
(05-26-2013, 02:06 AM)JustAnotherPlayer Wrote:
(05-26-2013, 01:58 AM)Wank Wrote:
(05-26-2013, 01:53 AM)JustAnotherPlayer Wrote: This is the "voluntary" code. This means that the Player isn't being forced to look at this.
void OnStart()
{
SetEntityPlayerLookAtCallback("Look", "MessageAppear", true); //Change true to false if you want the message to appear over and over again.
}

void MessageAppear(string &in asEntity, int alState)
{
SetMessage("MessageCategory", "MessageEntry", 0); //Change 0 to how long you want the message to appear. 0 means it will count how many strings it have and calculate the time.
}

What do I do for "Message Category" and "Message Entry"? This is a script area so...

You want a text to appear when the Player is looking at the area, right? The Message Category is the category of the message you want and Message Entry is the entry of the message in the same category earlier.

I still don't fully understand. I have 11 areas likes this. Here is my code- (Oh and sorry for not understanding Sad ) So basiclly I want them to say what they are named so "A, B, C" blah blah blah.


void OnStart ()
{
SetEntityPlayerLookAtCallback("LookA", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookB", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookC", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookD", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookE", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookF", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookG", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookH", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookI-J", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookK", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookM", "MessageAppear", false);
}
void MessageAppear(string &in asEntity, int alState)
{
SetMessage("Message", "MessageEntry", 0); //Change 0 to how long you want the message to appear. 0 means it will count how many strings it have and calculate the time.
}

OK, I did some extra english stuff also. Still doesn't work..
Extra english-

<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">You find yourself in the mansion of a deranged artist and musician. Could he be hiding something in this hidious house?</Entry>
</CATEGORY>

<CATEGORY Name="Journal">
<Entry Name="Note_letterone_Name">A quick note to self</Entry>
<Entry Name="Note_letterone_Text">So I don't forget- The key to the study is hidden behind the painting in my piano room!</Entry>
<Entry Name="Note_noteenvelope_Name">To Costa De Luca</Entry>
<Entry Name="Note_noteenvelope_Text">You are invited to show your work at the Bergam Art Museum! Bring any artwork pieces as you wish, and we will see you there! (1834, October 16th)</Entry>
<Entry Name="Note_diarypaperone_Name">Journal entry page one</Entry>
<Entry Name="Note_diarypaperone_Text">1834, October 16th. Now that I have been invited to Bergam, I can bring my master piece! It is almost prepared, I just need a few more parts.</Entry>
<Entry Name="Note_diarypapertwo_Name">Journal entry page two</Entry>
<Entry Name="Note_diarypapertwo_Text">1834, October 17th. The showcase is in two weeks, so I need to prepare more quickly. I am just missing one more thing, which is hard to get.[br]Heading down to the library now.</Entry>
<Entry Name="Note_notelibrary_Name">A Riddle in Rhyme</Entry>
<Entry Name="Note_notelibrary_Text">The first one is at K, and don't be too slow.[br]
The next one is at M, but you arleady know.[br]
The last one you need is in B, as you can see. [br]
Now you know my secret, so come and find me.[br]</Entry>
</CATEGORY>

<CATEGORY Name="MessageAppear">
<Entry Name="MessageEntry_LookA">A</Entry>
<Entry Name="MessageEntry_LookB">
<Entry Name="MessageEntry_LookC">
<Entry Name="MessageEntry_LookD">
<Entry Name="MessageEntry_LookE">
<Entry Name="MessageEntry_LookF">
<Entry Name="MessageEntry_LookG">
<Entry Name="MessageEntry_LookH">
<Entry Name="MessageEntry_LookI-J">
<Entry Name="MessageEntry_LookK">
<Entry Name="MessageEntry_LookM">
</LANGUAGE>


Script-

void OnStart ()
{
SetEntityPlayerLookAtCallback("LookA", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookB", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookC", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookD", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookE", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookF", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookG", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookH", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookI-J", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookK", "MessageAppear", false);
SetEntityPlayerLookAtCallback("LookM", "MessageAppear", false);
}
void MessageAppear(string &in asEntity, int alState)
{
SetMessage("MessageAppear", "MessageEntry", 5);
}
(This post was last modified: 05-26-2013, 03:05 AM by Wank.)
05-26-2013, 02:08 AM
Find


Messages In This Thread
Help with looking at area - by Wank - 05-26-2013, 01:38 AM
RE: Help with looking at area - by Wank - 05-26-2013, 01:58 AM
RE: Help with looking at area - by Wank - 05-26-2013, 02:08 AM
RE: Help with looking at area - by Romulator - 05-26-2013, 08:56 AM



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