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key trigger
The chaser Offline
Posting Freak

Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation: 113
#6
RE: key trigger

No, you don't need to do anything with these.

void OnStart()

{

AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);

SetEntityCallbackFunc("key_1", "OnPickup");

}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("locked_door1", false, true);

PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);

RemoveItem("key_1");

}

void OnPickup(string &in asEntity, string &in type)
{
  SetEntityActive("monster_grunt", true);
  ShowEnemyPlayerPosition("monster_grunt");
}

Weird. Maybe if you copy-paste the script it works. I was wrong with the syntax, it was "string &in type".
But, in the CallbackFunc, in the level editor, put "OnPickup". If I'm not wrong, when you put the mouse there, it says something about OnPickup, OnIgnite, Break. I think.

THE OTHERWORLD (WIP)
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Aculy iz dolan.
10-08-2012, 01:21 PM
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Messages In This Thread
key trigger - by naseem142 - 10-08-2012, 10:35 AM
RE: key trigger - by i3670 - 10-08-2012, 10:35 AM
RE: key trigger - by naseem142 - 10-08-2012, 11:11 AM
RE: key trigger - by The chaser - 10-08-2012, 11:48 AM
RE: key trigger - by naseem142 - 10-08-2012, 12:10 PM
RE: key trigger - by The chaser - 10-08-2012, 01:21 PM
RE: key trigger - by naseem142 - 10-08-2012, 02:14 PM



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