TechOFreak

Episode 29 Functions

Jan 22nd, 2021
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  1. //From my Amnesia Rebirth Tutorial Series
  2. //Episode 29 Prop and Player Force! Flying Jesus!
  3. //https://www.youtube.com/playlist?list=PL4KkjlmOwLwwMVqedCNpi6caUxhgyf8Qr
  4. //-----------------------------------------------------------
  5.  
  6.  
  7. //Apply force to the player
  8. Player_AddBodyForce(cVector3f(0,0,100000), false);
  9. //forceDirection (cVector3f)- the vector to apply the force cVector3f(x,y,z).
  10. //localCoordinates (bool)- should the force be applied relative to the rotation of the entity (false will be relative to the maps coordinates).
  11.  
  12. //Apply force to a swing door
  13. SwingDoor_PushOpen("door_1", 10, 3, 0.0);
  14. //doorName (String)- the name of your door as it appears in your level editor.
  15. //impulseStrength (float)- the ammount of force to apply to the door per impulse.
  16. //impulseAmount (int)- the number of impulses that should be applied.
  17. //impulseDelay (float)- the delay between each impulse.
  18.  
  19. //Make an entity in your level active or inactive
  20. Entity_SetActive("jesus_1", true);
  21. //entityName (String)- the name of your entity as it appears in your level editor.
  22. //activate (bool)- should the entity be set active (true) or inactive (false).
  23.  
  24. //Apply force to an entity in your map
  25. Entity_AddForce("jesus_1", cVector3f(-1000,0,0), false, false);
  26. //entityName (String)- the name of your entity as it appears in your level editor.
  27. //forceDirection (cVector3f)- the vector to apply the force cVector3f(x,y,z).
  28. //localCoordinates (bool)- should the force be applied relative to the rotation of the entity (false will be relative to the maps coordinates).
  29. //mainBodyOnly (bool)- should the force be applied to the main body of the object only (false will apply force to all joints and connections).
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