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Fading entities
Hauken Offline
Member

Posts: 62
Threads: 19
Joined: Jul 2012
Reputation: 1
#8
RE: Fading entities

(06-16-2013, 06:00 AM)DeAngelo Wrote: http://wiki.frictionalgames.com/hpl2/amn..._functions

This page is your new best friend.

The particular script you want is:

void SetPropActiveAndFade(string& asName, bool abActive, float afFadeTime);


Activates/deactivates a prop.
asName - internal name
abActive - nothing to add
afFadeTime - time in seconds until prop fully fades
..

Yes I've found that code before this post but I just get an error.

void slimefunc(string &in asParent, string &in asChild, int alState)

{
//SetEntityActive("slime_wall", true);
SetPropActiveAndFade("slime_wall", 0, 3);
PlaySoundAtEntity("", "guardian_activated3.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
GiveSanityDamage(9.0f, true);
}

This is me at least trying.
(This post was last modified: 06-16-2013, 02:24 PM by Hauken.)
06-16-2013, 02:17 PM
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Messages In This Thread
Fading entities - by Hauken - 06-16-2013, 02:40 AM
RE: Fading entities - by DeAngelo - 06-16-2013, 06:00 AM
RE: Fading entities - by PutraenusAlivius - 06-16-2013, 09:59 AM
RE: Fading entities - by Your Computer - 06-16-2013, 01:01 PM
RE: Fading entities - by Hauken - 06-16-2013, 02:17 PM
RE: Fading entities - by Daemian - 06-16-2013, 09:14 AM
RE: Fading entities - by FlawlessHappiness - 06-16-2013, 10:47 AM
RE: Fading entities - by FlawlessHappiness - 06-16-2013, 01:51 PM
RE: Fading entities - by FlawlessHappiness - 06-16-2013, 07:41 PM
RE: Fading entities - by PutraenusAlivius - 06-17-2013, 12:46 AM



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