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keep monster from despawining
lothabread Offline
Member

Posts: 106
Threads: 11
Joined: Apr 2012
Reputation: 2
#3
RE: keep monster from despawining

that would be helpful ^^ oh and, how is it i go about playing a sound when a player walks into an area ? this is my script so far but the noise won't play.

PHP Code: (Select All)
////////////////////////////
// Run when starting game
void OnStart()
{
/////////////////////////////////////////////////////////////////////////////////////////
//Debug
    
if(ScriptDebugOn())
          {
               
GiveItemFromFile("lantern""lantern.ent");
               
SetPlayerLampOil(100.0f);
 
               for(
int i 0;10;i++)
               {
                    
GiveItemFromFile("tinderbox""tinderbox.ent");
               }
          }
///////////////////////////////////////////////////////////////////////////////////////
//Start Scene
////////////////////////////////////////////////////////////////////////////////////////
    
ShowPlayerCrossHairIcons(false);
    
SetSanityDrainDisabled(true);
    
SetPlayerCrouching(true);
    
SetPlayerActive(false);
    
FadeOut(0);
    
AddTimer("StartGame"6.0f"IntroSequence");
////////////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////////////
//General Start Items
////////////////////////////////////////////////////////////////////////////////////////
    
GiveItemFromFile("hollow_needle""hollow_needle.ent");
////////////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////////////
//General Script
////////////////////////////////////////////////////////////////////////////////////////
    
AddEntityCollideCallback("playbreaksound" "Player""doorbreak"true1);
////////////////////////////////////////////////////////////////////////////////////////
}

///////////////////////////////////////////////////////////////////////////////////////
//Start Scene
void IntroSequence(string &in asTimer)
{
    
AddLocalVarInt("iIntroPart"1);
    
float partSpeed 0.5f;
    switch(
GetLocalVarInt("iIntroPart")) {
        case 
1:
            
MovePlayerHeadPos(0, -0.9f010.0f0.1f);
            
PlayGuiSound(""1.0f);
            
StartPlayerLookAt("AreaIntroLook_1"10.0f10.0f"");
            
FadePlayerRollTo(-50200200);
            
partSpeed 0.5f;
        break;
        
        case 
2:
            
StartPlayerLookAt("AreaIntroLook_1"1.0f1.0f"");
            
FadeIn(2.0f);
            
Manpig01();
            
partSpeed 2.6f;  
        break;
        
        case 
3:
            
StartPlayerLookAt("AreaIntroLook_2"2.0f1.0f"");
            
partSpeed 5.0f;
        break;
        
        case 
4:
            
StartPlayerLookAt("AreaIntroLook_3"1.0f1.0f"");
            
PlayGuiSound(""0.7f);
            
FadeOut(3.0f);
            
partSpeed 6.0f;
        break;
        
        case 
5:
            
StopPlayerLookAt();
            
PlayGuiSound("joint_cage_slide_open"10.0f);
            
StartPlayerLookAt("AreaIntroLook_4"20.0f20.0f"");
            
TeleportPlayer("PlayerDrag");
            
FadePlayerRollTo(70200200);
            
partSpeed 1.5f;
        break;
        
        case 
6:
            
StopPlayerLookAt();
            
SetEntityActive("engineer_1"false);
            
SetEntityActive("engineer_2"true);
            
PiggyGo1();
            
SetEntityActive("engineer_3"true);
            
PiggyGo2();
            
partSpeed 0.1f;
        break;
        
        case 
7:
            
FadeIn(2.0f);
            
AddTimer("drag"1.0f"Drag");
            
partSpeed 11.0f;
        break;
        
        case 
8:
            
FadeOut(2.0f);
            
RemoveTimer("drag");
            
partSpeed 2.0f;
        break;
        
        case 
9:
            
TeleportPlayer("PlayerStartArea_2");
            
FadeIn(5.0f);
            
StartPlayerLookAt("AreaIntroLook_5"20.0f20.0f"");
            
PlayGuiSound(""1.0f);
            
partSpeed 6.0f;
        break;
        
        case 
10:
            
FadeOut(2.0f);
            
PlayGuiSound(""1.0f);
            
partSpeed 4.0f;
        break;
        
        case 
11:
            
FadeIn(4.5f);
            
PlayGuiSound(""1.0f);
            
StopPlayerLookAt();
            
FadePlayerRollTo(02018);
            
MovePlayerHeadPos(0.00.00.00.50.1f);
            
partSpeed 5.0f;
        break;
        
        case 
12:
            
ShowPlayerCrossHairIcons(true);
            
SetPlayerCrouching(false);
            
SetPlayerActive(true);
            
partSpeed 0.01f;
        break;
    }
    
    if(
GetLocalVarInt("iIntroPart") < 13)    AddTimer("tmrIntro"partSpeed"IntroSequence");     
}

void Drag(string &in asTimer)
{
  
AddPlayerBodyForce(0010000false);
  
AddTimer(asTimer1.5f"Drag");
  
PlayGuiSound("Drag03.snt"1);
}

void Manpig01()
{
    
AddEnemyPatrolNode("engineer_1""PathNodeArea_1"0.0f"");
    
AddEnemyPatrolNode("engineer_1""PathNodeArea_2"0.0f"");
    
AddEnemyPatrolNode("engineer_1""PathNodeArea_3"0.0f"");


/////////////////////////////////////////////////////////////////////////////////////////////////
//General
/////////////////////////////////////////////////////////////////////////////////////////////////

void PiggyGo1()
{
    
SetEntityActive("engineer_2"true);
    
    
AddEnemyPatrolNode("engineer_2""PathNodeArea_19"0.0f"");
    
AddEnemyPatrolNode("engineer_2""PathNodeArea_78"0.0f"");
    
AddEnemyPatrolNode("engineer_2""PathNodeArea_97"0.0f"");
    
AddEnemyPatrolNode("engineer_2""PathNodeArea_119"0.0f"");
    
AddEnemyPatrolNode("engineer_2""PathNodeArea_19"0.0f"");


void PiggyGo2()
{  
    
SetEntityActive("engineer_3"true);

    
AddEnemyPatrolNode("engineer_3""PathNodeArea_119"0.0f"");
    
AddEnemyPatrolNode("engineer_3""PathNodeArea_19"0.0f"");
    
AddEnemyPatrolNode("engineer_3""PathNodeArea_78"0.0f"");
    
AddEnemyPatrolNode("engineer_3""PathNodeArea_97"0.0f"");
    
AddEnemyPatrolNode("engineer_3""PathNodeArea_119"0.0f"");
}

void breaknoise(stringasParentNamestringasChildNamestringasFunctionbool abDeleteOnCollideint alStates)
{
    
PlaySoundAtEntity("playbreaksound""15_ripp_door.snt""prison_unhinged_hinges_1"1.0ffalse);

04-14-2014, 03:16 AM
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Messages In This Thread
keep monster from despawining - by lothabread - 04-14-2014, 02:42 AM
RE: keep monster from despawining - by Vale - 04-14-2014, 03:10 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 03:16 AM
RE: keep monster from despawining - by Vale - 04-14-2014, 03:24 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 03:30 AM
RE: keep monster from despawining - by Vale - 04-14-2014, 03:35 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 04:28 AM
RE: keep monster from despawining - by Vale - 04-14-2014, 04:31 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 05:23 AM
RE: keep monster from despawining - by Romulator - 04-14-2014, 05:45 AM
RE: keep monster from despawining - by lothabread - 04-14-2014, 05:43 PM



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