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Script Help cheap scare
zombiehacker595 Offline
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Posts: 141
Threads: 51
Joined: Mar 2012
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#1
cheap scare

so i put in a cheap scare into my game bassically you walk into the room no one on the chair get close to the chair naked man shows up this is my script

AddEntityCollideCallback("Player", "ScriptArea_3", "CheapScare", true, 1);
AddEntityCollideCallback("corpse_bloody_2", "ScriptArea_3", "Sound", true, 1);
}

void CheapScare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("corpse_bloody_2", true);
GiveSanityDamage(5.0f, true);
}

void Sound(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "24_iron_maiden.snt", "ScriptArea_3", 0, false);
}



this script is working. so what would i add to get rid off him after about 1 or 2 seconds?
04-03-2012, 01:22 AM
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Obliviator27 Offline
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Posts: 792
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Joined: Jul 2011
Reputation: 66
#2
RE: cheap scare

Use a timer to set him inactive.

04-03-2012, 01:38 AM
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Xanthos Offline
Senior Member

Posts: 318
Threads: 9
Joined: Mar 2012
Reputation: 8
#3
RE: cheap scare

(04-03-2012, 01:22 AM)zombiehacker595 Wrote: so i put in a cheap scare into my game bassically you walk into the room no one on the chair get close to the chair naked man shows up this is my script

AddEntityCollideCallback("Player", "ScriptArea_3", "CheapScare", true, 1);
AddEntityCollideCallback("corpse_bloody_2", "ScriptArea_3", "Sound", true, 1);
}

void CheapScare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("corpse_bloody_2", true);
GiveSanityDamage(5.0f, true);
}

void Sound(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "24_iron_maiden.snt", "ScriptArea_3", 0, false);
}



this script is working. so what would i add to get rid off him after about 1 or 2 seconds?
void CheapScare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("corpse_bloody_2", true);
GiveSanityDamage(5.0f, true);
AddTimer("1", 0.5f, "BEGONE");
}



void BEGONE(string &in asTimer)
{
if(asTimer == "1"){
SetEntityActive("corpse_bloody_2", false);
}
}

04-03-2012, 05:21 PM
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JetlinerX Offline
Senior Member

Posts: 599
Threads: 49
Joined: Jun 2011
Reputation: 19
#4
RE: cheap scare

With your current script, the corpse has to be in the script area for the sound to play. Are you sure this is what you want?

Lead Developer of "The Attic"
~Slade Mitchell

Chapter 3 (REL)

(This post was last modified: 04-04-2012, 01:57 AM by JetlinerX.)
04-04-2012, 01:55 AM
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zombiehacker595 Offline
Member

Posts: 141
Threads: 51
Joined: Mar 2012
Reputation: 3
#5
RE: cheap scare

(04-04-2012, 01:55 AM)JetlinerX Wrote: With your current script, the corpse has to be in the script area for the sound to play. Are you sure this is what you want?


yea but the script area is bassically 3/4 of the room i just left out the door area
(04-03-2012, 05:21 PM)Xanthos Wrote:
(04-03-2012, 01:22 AM)zombiehacker595 Wrote: so i put in a cheap scare into my game bassically you walk into the room no one on the chair get close to the chair naked man shows up this is my script

AddEntityCollideCallback("Player", "ScriptArea_3", "CheapScare", true, 1);
AddEntityCollideCallback("corpse_bloody_2", "ScriptArea_3", "Sound", true, 1);
}

void CheapScare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("corpse_bloody_2", true);
GiveSanityDamage(5.0f, true);
}

void Sound(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "24_iron_maiden.snt", "ScriptArea_3", 0, false);
}



this script is working. so what would i add to get rid off him after about 1 or 2 seconds?

void CheapScare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("corpse_bloody_2", true);
GiveSanityDamage(5.0f, true);
AddTimer("1", 0.5f, "BEGONE");
}



void BEGONE(string &in asTimer)
{
if(asTimer == "1"){
SetEntityActive("corpse_bloody_2", false);
}
}


worked but there was no need for the if just crashed the game Smile
(This post was last modified: 04-04-2012, 03:54 AM by zombiehacker595.)
04-04-2012, 03:29 AM
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Xanthos Offline
Senior Member

Posts: 318
Threads: 9
Joined: Mar 2012
Reputation: 8
#6
RE: cheap scare

(04-04-2012, 03:29 AM)zombiehacker595 Wrote:
(04-04-2012, 01:55 AM)JetlinerX Wrote: With your current script, the corpse has to be in the script area for the sound to play. Are you sure this is what you want?


yea but the script area is bassically 3/4 of the room i just left out the door area
(04-03-2012, 05:21 PM)Xanthos Wrote:
(04-03-2012, 01:22 AM)zombiehacker595 Wrote: so i put in a cheap scare into my game bassically you walk into the room no one on the chair get close to the chair naked man shows up this is my script

AddEntityCollideCallback("Player", "ScriptArea_3", "CheapScare", true, 1);
AddEntityCollideCallback("corpse_bloody_2", "ScriptArea_3", "Sound", true, 1);
}

void CheapScare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("corpse_bloody_2", true);
GiveSanityDamage(5.0f, true);
}

void Sound(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "24_iron_maiden.snt", "ScriptArea_3", 0, false);
}



this script is working. so what would i add to get rid off him after about 1 or 2 seconds?

void CheapScare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("corpse_bloody_2", true);
GiveSanityDamage(5.0f, true);
AddTimer("1", 0.5f, "BEGONE");
}



void BEGONE(string &in asTimer)
{
if(asTimer == "1"){
SetEntityActive("corpse_bloody_2", false);
}
}


worked but there was no need for the if just crashed the game Smile
How could it crash the game?
hmm Oh well, if it worked.

04-04-2012, 05:06 AM
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