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hpl2:tutorials:script:events [2011/07/14 13:41] xtron created |
hpl2:tutorials:script:events [2011/07/14 13:48] xtron |
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- | Today I (xtron) will show you! (the reader) how to make scary events that will yea...scare the player!. | + | Today I (xtron) will show you! (the reader) how to make scary events that will yea…scare the player!. |
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- | <code cpp> | + | <code cpp>void func_slam(string &in asParent, string &in asChild, int alState) |
- | void func_slam(string &in asParent, string &in asChild, int alState) | + | |
{ | { | ||
SetSwingDoorClosed("door1", true, true); | SetSwingDoorClosed("door1", true, true); | ||
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- | <code cpp> | + | <code cpp>{ |
- | + | ||
- | + | ||
- | { | + | |
SetSwingDoorClosed("door1", true, true); | SetSwingDoorClosed("door1", true, true); | ||
- | + | ||
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); | PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); | ||
- | + | ||
PlaySoundAtEntity("", "react_scare", "Player", 0, false); | PlaySoundAtEntity("", "react_scare", "Player", 0, false); | ||
- | + | ||
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); | PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); | ||
- | + | ||
GiveSanityDamage(5.0f, true); | GiveSanityDamage(5.0f, true); | ||
} | } | ||
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- | <code cpp> | + | <code cpp>void OnStart() |
- | + | ||
- | + | ||
- | void OnStart() | + | |
- | + | ||
{ | { | ||
- | |||
- | |||
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1); | AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1); | ||
- | + | } | |
- | + | ||
- | } | + | |
- | + | ||
void func_slam(string &in asParent, string &in asChild, int alState) | void func_slam(string &in asParent, string &in asChild, int alState) | ||
{ | { | ||
SetSwingDoorClosed("door2", true, true); | SetSwingDoorClosed("door2", true, true); | ||
- | + | ||
- | + | PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); | |
- | PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); | + | |
- | + | PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); | |
- | + | ||
- | PlaySoundAtEntity("", "react_scare", "Player", 0, false); | + | |
- | + | ||
- | + | ||
- | PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); | + | |
- | + | ||
GiveSanityDamage(5.0f, true); | GiveSanityDamage(5.0f, true); | ||
} | } | ||
</code> | </code> | ||
- | ===== | + | |
- | The exploding door ===== | + | |
+ | ===== The exploding door ===== | ||
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It's almost like the slaming door but with a few modifications. | It's almost like the slaming door but with a few modifications. | ||
+ | |||
+ | |||
+ | ==== The Door ==== | ||
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- | We will be using the same function as the door slam so copy&paste it. | + | ==== The Script ==== |
- | <code cpp> | + | 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) | + | <code cpp>void func_slam(string &in asParent, string &in asChild, int alState) |
{ | { | ||
SetSwingDoorClosed("door2", true, true); | SetSwingDoorClosed("door2", true, true); | ||
- | + | ||
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); | PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); | ||
- | + | ||
PlaySoundAtEntity("", "react_scare", "Player", 0, false); | PlaySoundAtEntity("", "react_scare", "Player", 0, false); | ||
- | + | ||
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); | PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); | ||
- | + | ||
GiveSanityDamage(5.0f, true); | GiveSanityDamage(5.0f, true); | ||
} | } | ||
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- | What you now want to do is replace the SetSwingDoorClose with | + | What you now want to do is replace the SetSwingDoorClose with |
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- | <code cpp> | + | <code cpp>void func_slam(string &in asParent, string &in asChild, int alState) |
- | + | ||
- | + | ||
- | void func_slam(string &in asParent, string &in asChild, int alState) | + | |
{ | { | ||
SetPropHealth("door1", 0.0f); | SetPropHealth("door1", 0.0f); | ||
- | + | ||
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); | PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); | ||
- | + | ||
PlaySoundAtEntity("", "react_scare", "Player", 0, false); | PlaySoundAtEntity("", "react_scare", "Player", 0, false); | ||
- | + | ||
+ | |||
+ | |||
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); | PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); | ||
- | + | ||
+ | |||
GiveSanityDamage(5.0f, true); | GiveSanityDamage(5.0f, true); | ||
} | } | ||
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- | Replace | + | Replace |
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- | <code cpp> | + | <code cpp>void func_slam(string &in asParent, string &in asChild, int alState) |
- | void func_slam(string &in asParent, string &in asChild, int alState) | + | |
</code> | </code> | ||
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- | <code cpp> | + | <code cpp>void func_slam(string &in asEntity) |
- | void func_slam(string &in asEntity) | + | |
</code> | </code> | ||
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- | <code cpp> | + | <code cpp>void OnStart() |
- | + | ||
- | + | ||
- | void OnStart() | + | |
- | + | ||
{ | { | ||
SetEntityPlayerInteractCallback("door1", "func_slam", true); | SetEntityPlayerInteractCallback("door1", "func_slam", true); | ||
} | } | ||
- | + | ||
+ | |||
void func_slam(string &in asParent, string &in asChild, int alState) | void func_slam(string &in asParent, string &in asChild, int alState) | ||
{ | { | ||
SetPropHealth("door1", 0.0f); | SetPropHealth("door1", 0.0f); | ||
- | + | ||
+ | |||
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); | PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); | ||
- | + | ||
+ | |||
PlaySoundAtEntity("", "react_scare", "Player", 0, false); | PlaySoundAtEntity("", "react_scare", "Player", 0, false); | ||
- | + | ||
+ | |||
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); | PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); | ||
- | + | ||
+ | |||
GiveSanityDamage(5.0f, true); | GiveSanityDamage(5.0f, true); | ||
} | } |