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Game Problems
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Posting Freak

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#31
RE: Game Problems

The chaser Wrote:You have two AddEntityCollideCallback's with ScriptArea_1. Wouldn't it be more logical to put the door thing in the "Clown 1"?
Fishnugget Wrote:dammit, I really dont get it xDDD

i have an better idea. I delete the door and make just a floor who the evil clown walks
No no, don't give up now, you've almost got it! Maybe the perspective of someone way noobly-er than you will help Smile


I think what chaser meant was this:

You have a script area, thats "Area 1", right?
Now when the Player collides with it, two things shall happen: "Clown 1" and "CollideDoorExplode".
What you did, was to create two separate callbacks for those two things - which probably works just fine, but it's making the script unnecessarily complicated.

What you could do instead, would be to take the code from those two things and just combine them into one. (Since they both happen under the same condition - upon having the player collide with Area 1) So you take everything that you have under "CollideDoorExplode" and just throw it into the "Clown 1" callback thingy. Smile

(If I got it wrong and actually made matters worse, just slap me in the face please!)
(This post was last modified: 12-08-2012, 10:29 PM by xxxxxxxxxxxxxxxx.)
12-08-2012, 10:28 PM
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Fishnugget Offline
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#32
RE: Game Problems

My biggest problem is that i cant understand english 100%
Because I am from switzerland and speak usually german. A German Amnesia Forum doesn't exist. I learn English still.
12-08-2012, 11:25 PM
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Fishnugget Offline
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#33
RE: Game Problems

Hmm still doesn't work.
How can i make that the monster attack a door?
12-09-2012, 10:45 AM
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FlawlessHappiness Offline
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#34
RE: Game Problems

Place a pathnode behind the door, and make it go to that pathnode.

Trying is the first step to success.
12-09-2012, 11:33 AM
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Fishnugget Offline
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#35
RE: Game Problems

doesn't work, he just stand behind the door
12-09-2012, 12:06 PM
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FlawlessHappiness Offline
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#36
RE: Game Problems

Did you place the pathnode on the right side of the door?

Trying is the first step to success.
12-09-2012, 12:24 PM
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Fishnugget Offline
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#37
RE: Game Problems

yes, This is what I do^^
Hmm, I think i make a short record. Than you can see it^^
(This post was last modified: 12-09-2012, 12:27 PM by Fishnugget.)
12-09-2012, 12:26 PM
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Fishnugget Offline
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#38
RE: Game Problems




Here, is a help video^^'
12-09-2012, 01:32 PM
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FlawlessHappiness Offline
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#39
RE: Game Problems

Could you show me the script you are using for the monster to follow pathnodes?
Also: Does the clown have an attack animation?

Trying is the first step to success.
12-09-2012, 01:51 PM
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Fishnugget Offline
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#40
RE: Game Problems

of course
Script is this:


void OnStart()
{
AddEntityCollideCallback("Player" , "DoorExplode" , "Clown1" , true , 1);
AddEntityCollideCallback("Player" , "ScriptArea_2" , "Clown2" , true , 1);
AddEntityCollideCallback("Player" , "ScriptArea_3" , "Clown3" , true , 1);
AddEntityCollideCallback("Player" , "DoorExplode" , "CollideDoorExplode" , true , 1);
}

void Clown1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Clooni1_1", true);
AddEnemyPatrolNode("Clooni1_1", "PathNodeArea_1", 0, "Idle");
AddEnemyPatrolNode("Clooni1_1", "PathNodeArea_2", 0, "Idle");
AddEnemyPatrolNode("Clooni1_1", "PathNodeArea_3", 0, "Idle");
AddEnemyPatrolNode("Clooni1_1", "PathNodeArea_4", 0, "Idle");
AddEnemyPatrolNode("Clooni1_1", "PathNodeArea_5", 0, "Idle");
}

void Clown2(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Clooni1_3", true);
AddEnemyPatrolNode("Clooni1_3", "PathNodeArea_6", 0, "Idle");
AddEnemyPatrolNode("Clooni1_3", "PathNodeArea_7", 0, "Idle");
AddEnemyPatrolNode("Clooni1_3", "PathNodeArea_8", 0, "Idle");
AddEnemyPatrolNode("Clooni1_3", "PathNodeArea_9", 0, "Idle");
AddEnemyPatrolNode("Clooni1_3", "PathNodeArea_10", 0, "Idle");
}

void Clown3(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Clooni1_2", true);
AddEnemyPatrolNode("Clooni1_2", "PathNodeArea_11", 0, "Idle");
AddEnemyPatrolNode("Clooni1_2", "PathNodeArea_12", 0, "Idle");
}

void CollideDoorExplode(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("DoorExplode1", false);
SetEntityActive("DoorExploded", true);
CreateParticleSystemAtEntity("", "ps_break_wood.ps", "DoorExplodeParticle", false);
PlaySoundAtEntity("", "break_wood.snt", "DoorExplodeParticle", 0, false);
}

void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}
12-09-2012, 01:57 PM
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