Today I (xtron) will show you! (the reader) how to make scary events that will yea…scare the player!.
we will startoff this tutorial with the basic door slam!.
Start with adding a door.
Go to entities > Door > Choose a door that you want to slam. Change the name of it.
Now when you got the door added you need to change the open ammount.
Click on the door > Entity > Look for “OpenAmount” and change it to 1. 1 is just a recommendation you can choose anything really.
Now you're done with the door. Let's get going to the Script Area.
Press on Area (8) > Script and make an area infront of the door like so:
img705.imageshack.us/img705/4039/doorslam.png
When you're done with that you need to change it's name, pick anything just remember it.
Now we're done with the Script Area, let's get going to the actuall scripting.
First off we will be needing to add an EntityCollideCallBack to the void OnStart()
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
When you're done adding that we will need to start working on the function.
First function we're gonna add is the actuall slam!.
void func_slam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("door1", true, true); }
That was the first function of a couple.
After the slam we want some sanity increase and maybe one or two sounds! (three actually).
void func_move_box1(string &in asParent, string &in asChild, int alState)
{ SetSwingDoorClosed("door1", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); }
Now we got the door slam setup. The result of this one should look like this
void OnStart() { AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1); } void func_slam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("door2", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); }
The exploding door! My favorite!.
It's almost like the slaming door but with a few modifications.
You will need to go to the level editor:
Click on the door > Entity > Change OpenAmount to 0. So it's closed.
We will be using the same function as the door slam so copy&paste it.
void func_slam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("door2", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Pl