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hpl2:machine_for_pigs:new_scripts

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hpl2:machine_for_pigs:new_scripts [2020/03/08 18:41]
darkfire Enemy tests
hpl2:machine_for_pigs:new_scripts [2020/03/08 19:35]
darkfire
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 **{{http://​wiki.frictionalgames.com/​lib/​images/​smileys/​icon_question.gif?​nolink&​15x15}}This script has been tested, but yielded no results.** **{{http://​wiki.frictionalgames.com/​lib/​images/​smileys/​icon_question.gif?​nolink&​15x15}}This script has been tested, but yielded no results.**
  
-Sets the enemy move type. This applies to ???; Patrol move type is set in the LevelEditor. +Sets the enemy move type. This applies to ???; Patrol move type is set in the LevelEditor.\\ 
- +Doesn'​t seem to apply to player chasing animation either.
-//asEnemy //- the in-game enemy entity+
  
 +//asEnemy //- the in-game enemy entity\\
 //​asMoveType //- options include: WalkBiped, RunBiped, ChargeBiped,​ and probably Quadruped variations as well. //​asMoveType //- options include: WalkBiped, RunBiped, ChargeBiped,​ and probably Quadruped variations as well.
 <​code>​ <​code>​
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 </​code>​ </​code>​
  
-**{{http://​wiki.frictionalgames.com/​lib/​images/​smileys/​icon_question.gif?​nolink&​15x15}}This script ​hasn'​t ​been tested.**+**{{http://​wiki.frictionalgames.com/​lib/​images/​smileys/​icon_question.gif?​nolink&​15x15}}This script ​has been tested ​and yielded no results.**
  
 Seems to alter the enemy AI. It was mostly used in conjunction with Child enemies (but also with Wretches). Seems to alter the enemy AI. It was mostly used in conjunction with Child enemies (but also with Wretches).
  
-//asEntity //- the enemy in question. Can be Enemy_ManPig or Enemy_Child type.+In testing it doesn'​t seem to have any effects.
  
 +//asEntity //- the enemy in question. Can be Enemy_ManPig or Enemy_Child type.\\
 //asType //- only "​Freddy"​ has been used in the entire game. It is unknown whether other options work. //asType //- only "​Freddy"​ has been used in the entire game. It is unknown whether other options work.
  
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 ===== Other ===== ===== Other =====
  
 +<​code>​
 +StartPhoneRinging(string &in asPhonebox);​
 +StopPhoneRinging(string &in asPhonebox);​
 +</​code>​
 +
 +Enables/​Disables the phonecall interactions. See the [[:​hpl2:​machine_for_pigs:​new_entity_types#​phonebox|New entity types ]]artice for more detail about using phones.
 +
 +//​asPhonebox //- the phone box entity to use
 <​code>​ <​code>​
 void SetParticleSystemActive(string &in asParticle, bool abX); void SetParticleSystemActive(string &in asParticle, bool abX);
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 Another apparent usage is to place an inactive particle in the map and activate it when convenient (which might be a simpler way than //​CreateParticleSystemAtEntity//​) Another apparent usage is to place an inactive particle in the map and activate it when convenient (which might be a simpler way than //​CreateParticleSystemAtEntity//​)
  
-//​asParticle //- the particle in question +//​asParticle //- the particle in question\\
 //abX //- whether to freeze or unfreeze the particle //abX //- whether to freeze or unfreeze the particle
 <​code>​ <​code>​
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 //​asEntryName -// entries the lang file.\\ //​asEntryName -// entries the lang file.\\
 Like Notes, it must consist of two actual entries: //​Hint_EntryName_Name // and //​Hint_EntryName_Text//​. Both must be in the "​Journal"​ category.\\ Like Notes, it must consist of two actual entries: //​Hint_EntryName_Name // and //​Hint_EntryName_Text//​. Both must be in the "​Journal"​ category.\\
-See english.lang for examples. +See english.lang for examples.\\
 //asUnknown - // this argument was never used. It always contained an empty string. Writing in it doesn'​t yield any error messages or log entries. //asUnknown - // this argument was never used. It always contained an empty string. Writing in it doesn'​t yield any error messages or log entries.
 <code c++> <code c++>
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 It seems to be used for optimising, so it might be something that only happens when the player is far from the object (not looking at it still makes it behave normally). It seems to be used for optimising, so it might be something that only happens when the player is far from the object (not looking at it still makes it behave normally).
  
-//asEntity //- entity in question. It was used only with chandelier_nice. +//asEntity //- entity in question. It was used only with chandelier_nice.\\
 //abX //- whether to disable the object physics (//​when?//​). //abX //- whether to disable the object physics (//​when?//​).