Create a "Cave In" effect? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Create a "Cave In" effect? (/thread-22637.html) |
Create a "Cave In" effect? - GoreGrinder99 - 08-29-2013 I'm looking to create a cave in effect but to no luck. This here are the scripts pertaining to the cave in: void OnStart() { AddEntityCollideCallback("Player", "CaveIn", "CaveIn", true, 1); SetEntityActive("CaveInFloor", false); } void CaveIn(string &in asParent, string &in asChild, int alState) { SetEntityActive("special_tunnel_1", false); SetEntityActive("CaveInFloor", true); SetEntityActive("block_box_11", false); AddPropForce("cave_in_1", 1000, 0, 0, "world"); } After coming to the end of the tunnel I want to have a camera shake and after a small delay for the player to decide if they want to turn back or continue, the cave_in.ent file will collapse into the tunnel, and onto the floor I created since the player won't be able to return to the tunnel afterwards. Oh, but then again it would be a matter if allowing the player to backtrack out after deactivating the tunnel. I figured a block box was in my way so I tried to deactivate it as well but after colliding with the area neither the "CaveInFloor", "block_box_11", or the "special_tunnel_1" were de/activated. Any suggestions? RE: Create a "Cave In" effect? - summit - 08-29-2013 Is the "special_tunnel_1" the tunnel which used in the main menu? I mean "special_menu_tunnel_1". RE: Create a "Cave In" effect? - GoreGrinder99 - 08-29-2013 (08-29-2013, 07:05 PM)Arbies Wrote: Is the "special_tunnel_1" the tunnel which used in the main menu? No, the secret tunnel in the prison levels but no more worries, I have found a solution. |