Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Script Help Spawn entities on moving location & Using items on enemies
ZodiaC Offline
Member

Posts: 120
Threads: 8
Joined: Oct 2012
Reputation: 2
#1
Spawn entities on moving location & Using items on enemies

So I'm creating a new custom model and I need some scipt help(will be used later with the model)...
Well my first question is:
Is it possible to spawn entities on a moving item(enemies too) & on players position?(the second is more important)
And the second one:
How to use items on enemies & how to use the "AddEntityCollideCallback" (You know when an entity enters an area) on enemies???

[Image: 2H1Mc.jpg]
(This post was last modified: 11-01-2012, 10:40 PM by ZodiaC.)
11-01-2012, 08:36 PM
Find
The chaser Offline
Posting Freak

Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation: 113
#2
RE: Spawn entities on moving location & Using items on enemies

Ok, here I go:

You can attach entities to a moving entity (I don't know if you can with the player).
In this case, you do this:

AddAttachedPropToProp("name of the entity", "name of the entity that it's going to be attached", "name of the entity that it's going to be attached.ent", 0,0,0, 0,0,0);

For the items on enemies, I did one thing in my story:

AddEntityCollideCallback("sledge_1", "Master", "Destroy", true, 1);

void Destroy (string &in asParent, string &in asChild, int alState)
{
AddTimer("", 1.0f, "Hits");
func_on1();
AddLocalVarInt("Kill", 1);
}

void Hits (string &in asTimer)
{
AddEntityCollideCallback("sledge_1", "Master", "Destroy", true, 1);
}

void func_on1()
{
if (GetLocalVarInt("Kill") == 3)
{
    FadeEnemyToSmoke("Master", true);
    AddTimer("", 6, "Credits");
    SetMessage("Messages", "WalkQuest_final", 5);
}
}

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
11-01-2012, 10:29 PM
Find
ZodiaC Offline
Member

Posts: 120
Threads: 8
Joined: Oct 2012
Reputation: 2
#3
RE: Spawn entities on moving location & Using items on enemies

(11-01-2012, 10:29 PM)The chaser Wrote: Ok, here I go:

You can attach entities to a moving entity (I don't know if you can with the player).
In this case, you do this:

AddAttachedPropToProp("name of the entity", "name of the entity that it's going to be attached", "name of the entity that it's going to be attached.ent", 0,0,0, 0,0,0);

For the items on enemies, I did one thing in my story:

AddEntityCollideCallback("sledge_1", "Master", "Destroy", true, 1);

void Destroy (string &in asParent, string &in asChild, int alState)
{
AddTimer("", 1.0f, "Hits");
func_on1();
AddLocalVarInt("Kill", 1);
}

void Hits (string &in asTimer)
{
AddEntityCollideCallback("sledge_1", "Master", "Destroy", true, 1);
}

void func_on1()
{
if (GetLocalVarInt("Kill") == 3)
{
    FadeEnemyToSmoke("Master", true);
    AddTimer("", 6, "Credits");
    SetMessage("Messages", "WalkQuest_final", 5);
}
}
For the first one: the attach command doesn't stuck two items together???

For he second: what exactly is the "func_on1();" ???

[Image: 2H1Mc.jpg]
11-02-2012, 12:34 PM
Find
The chaser Offline
Posting Freak

Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation: 113
#4
RE: Spawn entities on moving location & Using items on enemies

When the sledge touched the Master (A brute) it called the function "Destroy". This function called the func_on1();, which would check if the monster had enough hits to die. The "Hits" timer allowed the player to strike the brute again. The AddLocalVarInt... well, I think you know Wink

Yes, attaching sticks an entity to another one. Sorry, but there isn't anything like:

SpawnEntityAtPlayer("Thing", true);

So attaching was the best solution I saw.
If you are planning a combat, I think I have a method, much better Smile
Let's play with ragdolls... Big Grin

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
(This post was last modified: 11-02-2012, 12:42 PM by The chaser.)
11-02-2012, 12:41 PM
Find
ZodiaC Offline
Member

Posts: 120
Threads: 8
Joined: Oct 2012
Reputation: 2
#5
RE: Spawn entities on moving location & Using items on enemies

(11-02-2012, 12:41 PM)The chaser Wrote: When the sledge touched the Master (A brute) it called the function "Destroy". This function called the func_on1();, which would check if the monster had enough hits to die. The "Hits" timer allowed the player to strike the brute again. The AddLocalVarInt... well, I think you know Wink

Yes, attaching sticks an entity to another one. Sorry, but there isn't anything like:

SpawnEntityAtPlayer("Thing", true);

So attaching was the best solution I saw.
If you are planning a combat, I think I have a method, much better Smile
Let's play with ragdolls... Big Grin
So you created the func_on1(); command from here?: [Image: NmIET.jpg]
And then used it in script right?
For the attach-thing you attach an item to something else and make it invisible,and when you want to spawn it you make it visible and detach it?

It seems that I have to spoil my create...Anyway i'm creating an energy drink(can) that will make the player run faster when he uses it and i just wanted to make him drop the can after drinking it..
I guess you have created many battles!

[Image: 2H1Mc.jpg]
11-02-2012, 01:26 PM
Find
The chaser Offline
Posting Freak

Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation: 113
#6
RE: Spawn entities on moving location & Using items on enemies

No, no, nothing of level editor. Just script. func_on1(); just checked if the monster was ready to die.

You can attach the entity to the player and then detach it.

You can do this:

AddAttachedPropToProp("Player", "can_01", "can_01.ent", 0,0,0, 0,0,0);

And then:

RemoveAttachedPropFromProp(string& asPropName, string& asAttachName);



Not really sure how it works, though.

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
11-02-2012, 01:46 PM
Find
ZodiaC Offline
Member

Posts: 120
Threads: 8
Joined: Oct 2012
Reputation: 2
#7
RE: Spawn entities on moving location & Using items on enemies

(11-02-2012, 01:46 PM)The chaser Wrote: No, no, nothing of level editor. Just script. func_on1(); just checked if the monster was ready to die.

You can attach the entity to the player and then detach it.

You can do this:

AddAttachedPropToProp("Player", "can_01", "can_01.ent", 0,0,0, 0,0,0);

And then:

RemoveAttachedPropFromProp(string& asPropName, string& asAttachName);



Not really sure how it works, though.
So the func_on1(); is actually an independent command?
Maybe I could make it like all the potions in the main game(without drop animation)..it seems really complicate

[Image: 2H1Mc.jpg]
11-02-2012, 01:52 PM
Find
The chaser Offline
Posting Freak

Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation: 113
#8
RE: Spawn entities on moving location & Using items on enemies

You can do

func_on1();
whateva();

Anything. It's just a callback without any condition. It just calls.

Try the attaching and detaching. I think it will be a cool effect!

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
11-02-2012, 02:24 PM
Find




Users browsing this thread: 1 Guest(s)