-------------------------------------------------------------- -- Script for the falling volumes -- updated Brandi... 1/29/10 -------------------------------------------------------------- require('o_mis') local effectPlayed = false function onCollisionPhantom(self, msg) local player = msg.objectID if player:GetID() == GAMEOBJ:GetControlledID():GetID() then --setting a player flag so if a player falls though two+ volumes, the camera only gets set once if effectPlayed == false then self:SendLuaNotificationRequest{requestTarget=player, messageName="Resurrect"} self:SendLuaNotificationRequest{requestTarget=player, messageName="PlayerReady"} effectPlayed = true CAMERA:SetToPrevGameCam() local config = { {"objectID", msg.objectID:GetID()}, {"leadIn", 0.1}, {"leadOut", 0}, {"lag", 0.1}, {"lockPos", true} } msg.objectID:AddCameraEffect{ effectType = "lookAt", effectID = "lookatFall", configData = config } storeObjectByName(self, "player", player) end end end function notifyResurrect(self, player, msg) effectPlayed = false player:RemoveCameraEffect{ effectID = "lookatFall" } self:SendLuaNotificationCancel{requestTarget=player, messageName="Resurrect"} end function notifyPlayerReady(self, player, msg) effectPlayed = false player:RemoveCameraEffect{ effectID = "lookatFall" } self:SendLuaNotificationCancel{requestTarget=player, messageName="PlayerReady"} end function onShutdown(self) local player = getObjectByName(self, "player") if player then player:RemoveCameraEffect{ effectID = "lookatFall" } end end