Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Door Open/Close Depending on Situation
Dismortal Offline
Junior Member

Posts: 10
Threads: 3
Joined: Sep 2010
Reputation: 0
#12
RE: Door Open/Close Depending on Situation

Hey, i got the same problem with open the door. I tried to make a door like the gust door in the map 00_rainy_hall.

The Script:
Quote:void CollideAreaGustDoor(string &in asParent, string &in asChild, int alState)
{
StartScreenShake(0.003f,0.25f, 1,1);

PlaySoundAtEntity("gust_door", "general_wind_whirl.snt", "door_gust", 1.0 / 3, false);

SetSwingDoorClosed("door_gust", false, false);
SetSwingDoorDisableAutoClose("door_gust", true);

GiveSanityDamage(5, true);

PlaySoundAtEntity("scare", "react_scare.snt", "Player", 0, false);

}

/////////////
////On Start
/////////////

void OnStart()
{
AddEntityCollideCallback("Player", "gustdoor", "CollideAreaGustDoor", true, 1);
}

This is without the partical effect. The sounds and the effects working fine but the door dont move. I studied the orginal script, the original map in the mapeditor and some posts about doors. Without success.
09-21-2010, 04:20 AM
Find


Messages In This Thread
RE: Door Open/Close Depending on Situation - by Dismortal - 09-21-2010, 04:20 AM



Users browsing this thread: 1 Guest(s)