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Scripting help !!! :E - Printable Version

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Scripting help !!! :E - Sundayz - 02-20-2012

Hello everyone, i'm sundayz and i started doing custom story in Amnesia :-)
But the problem is scripting which is very difficult :/
i know the basic etc..
But i wan't to do something and i really don't know how to do it !!!
I wan't my character when he read a letter (letter2 for example) after reading the letter he's teleported to an other map. I wan't to do this without loading when he enter the map and a scary sound [Image: biggrin.gif].
I hope u understand what i wan't to do (I'm french i'm sorry if you don't understand very well...)
I hope u will help me, thanks.



RE: Scripting help !!! :E - flamez3 - 02-20-2012

You can't load another map without the loading. You can map the duplicate into the original map so you can teleport there without the loading?


RE: Scripting help !!! :E - Sundayz - 02-20-2012

(02-20-2012, 12:52 PM)flamez3 Wrote: You can't load another map without the loading. You can map the duplicate into the original map so you can teleport there without the loading?
Well i mean for example:
you are on a room and after doing something there is a black screen and you see that the room is different (example there is body in the ground or blood etc..)



RE: Scripting help !!! :E - flamez3 - 02-20-2012

Make the things you want to come on after you read the note inactive. And use these

FadeOut()
FadeIn()
SetEntityActive()


RE: Scripting help !!! :E - Sundayz - 02-20-2012

What you mean ?
Can you if possible make a Script example ? Tongue



RE: Scripting help !!! :E - flamez3 - 02-20-2012

void OnStart()
{
SetEntityPlayerInteractCallback("nameofnote", "Scare", true);
}

void Scare(string &in asEntity)
{
SetEntityActive("nameofentity", true);
}

Or if you want to teleport the player to a different part of the map:

void OnStart()
{
SetEntityPlayerInteractCallback("nameofnote", "Scare", true);
}

void Scare(string &in asEntity)
{
TeleportPlayer("nameofPlayerStartArea");
}

Make another start area where you want the player to transport.


RE: Scripting help !!! :E - Sundayz - 02-20-2012

(02-20-2012, 02:11 PM)flamez3 Wrote: void OnStart()
{
SetEntityPlayerInteractCallback("nameofnote", "Scare", true);
}

void Scare(string &in asEntity)
{
SetEntityActive("nameofentity", true);
}

Or if you want to teleport the player to a different part of the map:

void OnStart()
{
SetEntityPlayerInteractCallback("nameofnote", "Scare", true);
}

void Scare(string &in asEntity)
{
TeleportPlayer("nameofPlayerStartArea");
}

Make another start area where you want the player to transport
(02-20-2012, 02:11 PM)flamez3 Wrote: Okay Big Grin Thanks a lot bro ! Big Grin !!
(02-20-2012, 02:11 PM)flamez3 Wrote: (if someone has an other suggestion for the sound or something tell me please :-) )



RE: Scripting help !!! :E - flamez3 - 02-21-2012


For the sound:

PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);


asSoundName - internal name
asSoundFile - the sound to use + extension .snt
asEntity - the entity to create the sound at, can be “Player”
afFadeTime - time in seconds the sound needs to fade
abSaveSound - determines whether a sound should “remember” its state. If true, the sound is never attached to the entity! Also note that saving should on be used on looping sounds!


RE: Scripting help !!! :E - Sundayz - 02-21-2012

Okay thanks a lot !


(02-21-2012, 03:22 AM)flamez3 Wrote: For the sound:

PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);


asSoundName - internal name
asSoundFile - the sound to use + extension .snt
asEntity - the entity to create the sound at, can be “Player”
afFadeTime - time in seconds the sound needs to fade
abSaveSound - determines whether a sound should “remember” its state. If true, the sound is never attached to the entity! Also note that saving should on be used on looping sounds!
Rofl what u told me to do don't work i'll give you what i wrote and tell me what is wrong (i really start to script)

void OnStart()
{
AddDebugMessage("OnStart!", false);
SetEntityPlayerInteractCallback("letter3", "Scare", true);
}


void Scare(string &in asEntity)
{
TeleportPlayer("PlayerStartArea_20");
}



My letter is really letter3 and the area i wan't my player to go is this one too these things are not wrong i'm sure.