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An area that triggers another area to become active?
HeadyBoy Offline
Junior Member

Posts: 45
Threads: 16
Joined: Jul 2012
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#1
An area that triggers another area to become active?

Alright, for a jump scare in my custom story (I know they're cheap and whatnot) but in order for that jump scare to work, the player must walk somewhere and pass through a script area, but nothing should happen.

However, when he reaches his destination he is required to go back, and when goes back and passes through the script area again, but this time his jump scare happens..

So what I want to know is how can I get an area script to make a DIFFERENT area script to become active.

Voice Actor - Male, British Accent, Mid-teens, Adaptable
Custom Stories - "The Heist: Amnesia" (In production)
07-26-2012, 01:47 AM
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drunkmonk Offline
Member

Posts: 109
Threads: 7
Joined: Jun 2012
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#2
RE: An area that triggers another area to become active?

You can do this by using a SetEntityActive, do everything you would normally do for an AddEntityCollideCallback and use the SetEntityActive to activate the jumpscare area, just make sure you have the jumpscare area set to inactive in the level editor.
07-26-2012, 02:00 AM
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HeadyBoy Offline
Junior Member

Posts: 45
Threads: 16
Joined: Jul 2012
Reputation: 0
#3
RE: An area that triggers another area to become active?

(07-26-2012, 02:00 AM)drunkmonk Wrote: You can do this by using a SetEntityActive, do everything you would normally do for an AddEntityCollideCallback and use the SetEntityActive to activate the jumpscare area, just make sure you have the jumpscare area set to inactive in the level editor.
Thankyou very much ^^

Voice Actor - Male, British Accent, Mid-teens, Adaptable
Custom Stories - "The Heist: Amnesia" (In production)
07-26-2012, 02:27 AM
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