Difference between revisions of "Create story script"
From XStoryPlayer Wiki
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− | <li>We don't want the doors to open automatically. We need to make the doors objects that can be driven by the script.<br> | + | <li>We don't want the doors to open automatically. We need to make the doors into objects that can be driven by the script.<br> |
Open the <code>/init/story/scenes.dat</code> file and add under <code>data {...}</code> : | Open the <code>/init/story/scenes.dat</code> file and add under <code>data {...}</code> : | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> |
Revision as of 15:40, 12 January 2015
In this tutorial we will add some scripting: Make the doors open when a specific event occurs, Give feedback to player, let female alien walk by.
- We don't want the doors to open automatically. We need to make the doors into objects that can be driven by the script.
Open the/init/story/scenes.dat
file and add underdata {...}
:door_objecti CELL1 { rotate = false; // Door translates q = 4.5; // Open height q_min = 0.0; // Min height q_max = 6.0; // Max height q_spring = 30.0; // Spring used for opening door open = true; // Door status obj_name = "cell1"; // Object in scene that is the door } door_objecti CELL2 { rotate = false; q = 4.5; q_min = 0.0; q_max = 6.0; q_spring = 30.0; open = false; obj_name = "cell2"; }
This will make a door object from the scene object. Now we can also open the door using a script.
- Now lets test the doors. Open the
/init/story/player/brain/run.dat
. This file contains the state code of the player.
Change the code to this:#include "init/std/base/main/brain/code/run.dat" //------------------------------------------- <state_run> case (state.dyn.me.do.state) { [RUN0] state_run0(); } </state_run> //------------------------------------------- <state_run0> case (state.dyn.me.do.state2) { [NONE] { // Set timer to 3 seconds do_set_timer(3); state.dyn.me.do.state2 = START; } [START] { // Wait for timeout loc.ts = GetTs(); [loc.ts < state.dyn.me.do.ts] return; // Open doors loc.so.obj = SPACESHIP1:CELL1; loc.so.par = DOOR_SET_STATUS; loc.so.val = DOOR_SETVAL_STATUS_OPEN; SetObject(loc.so); loc.so.obj = SPACESHIP1:CELL2; loc.so.par = DOOR_SET_STATUS; loc.so.val = DOOR_SETVAL_STATUS_OPEN; SetObject(loc.so); // Set timer to 6 seconds do_set_timer(6); state.dyn.me.do.state2 = OPEN; } [OPEN] { // Wait for timeout loc.ts = GetTs(); [loc.ts < state.dyn.me.do.ts] return; // Close doors loc.so.obj = SPACESHIP1:CELL1; loc.so.par = DOOR_SET_STATUS; loc.so.val = DOOR_SETVAL_STATUS_CLOSE; SetObject(loc.so); loc.so.obj = SPACESHIP1:CELL2; loc.so.par = DOOR_SET_STATUS; loc.so.val = DOOR_SETVAL_STATUS_CLOSE; SetObject(loc.so); // Set timer to 6 seconds do_set_timer(6); state.dyn.me.do.state2 = START; } } </state_run0>
This code opens the doors and then closes them again.
- Start the abducted scene and check if the doors open and close in a continuous loop.
- Now add a sound to the doors. Copy the
unlock2.wav
to the/scenes/sounds/door
directory.
Open the/sources/scenes/spaceship/scene.ini
file and add this code to both cell door objects:rb "cell1Shape" { ... media { elem[0] { filename = "scenes/sounds/door/unlock2.wav"; type = AUDIO; stream = false; pos3d = true; pos3d_min = 1.0; start = false; loop = false; volume = 1.0; } } }
Run the filemaker and create the objects.
- Run the abducted story, because the cell objects are door objects the sound in the object is automatically used for the door sounds.