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Timers in a script...


SGTbayk47

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Hey all,

 

I'm currently trying to write a script which will make the screen fade to black, play an animation on the activator, then activate a door to move the player into the next cell.

 

I have successfully made the screen fade and play an animation. I also technically have had success activating the door, just not the way I want it to. My original script caused the door to activate instantly, so you can't see the animation and fade to black. Therefore I tried adding a timer, but obviously did it wrong because the animation and fade play, but the door doesn't activate at all.

 

Here's my script with a timer added (most definitely done wrong):

SCN ListeningPostElevatorTopScript

Short Timer
Short Active
Ref CurrentUser

;Sets the correct animation;

Begin OnLoad

Playgroup Forward 1

End

;Activates the lift for the player OR an NPC;

Begin OnActivate

If IsActionRef Player == 1 && Active == 0
   IMod FadeToBlack2sISFX
   PlayGroup Left 1
   Set Active to 1
Else
   Set CurrentUser to GetActionRef
   ;CurrentUser.Moveto ListeningPostElevatorBottomNPCREF
Endif

End

;Activates the hidden elevator door after 2 seconds;

Begin GameMode

If Active == 1
   If Timer < 2
      Set Timer to Timer + GetSecondsPassed
   Else
      ListeningPostElevatorDoorTopREF.Activate Player
      Set Active to 0
   Endif
Endif

End

If anybody knows what I've done wrong and how to fix it, it would be greatly appreciated.

 

Cheers, BayK.

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