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Lever puzzle
Frontcannon Offline
Senior Member

Posts: 538
Threads: 10
Joined: Jul 2010
Reputation: 2
#5
RE: Lever puzzle

Always set the boolean to false, I've never used it any other way.
Also make sure you have 'Display Debug Messages' (or the like) checked in your debug menu!

OH.
You're using it completely wrong so far D:
Let's have a look in my scripts somewhere.. here you go:
void SkullRoomLookAt(string &in entity, int alState)
{
    if(alState == -1)
    {
        SetEntityActive("CollideSkullRoom", true);
        AddDebugMessage("keep not looking..", false);
    }
    else
    {
        SetEntityActive("CollideSkullRoom", false);
        AddDebugMessage("don't look!", false);
    }
}

AddDebugMessage triggers when the normal function is called and then displays a little message (the string) in the bottom left of the screen. You use it to check if a CollideArea works (little message pops up -> yes, works, the error has to be in somewhere else! OR no message -> hm, area doesn't trigger) or a little more complicated in my case if you're looking at something (else) or not (the if case).


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(This post was last modified: 12-14-2010, 10:39 PM by Frontcannon.)
12-14-2010, 10:34 PM
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Messages In This Thread
Lever puzzle - by Endrek03 - 12-14-2010, 06:41 AM
RE: Lever puzzle - by Frontcannon - 12-14-2010, 05:46 PM
RE: Lever puzzle - by Endrek03 - 12-14-2010, 10:12 PM
RE: Lever puzzle - by Akumasama - 12-14-2010, 10:24 PM
RE: Lever puzzle - by Frontcannon - 12-14-2010, 10:34 PM



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