05-30-2012, 07:14 AM
if you want the jesus to spawn when the player has the key it should look like this
if(HasItem("scary_key_1")) SetEntityActive("jesus", true);
if(HasItem("scary_key_1")) SetEntityActive("jesus", true);
(05-30-2012, 04:24 AM)Battlefield3142 Wrote: [ -> ]And Computer, what do you mean SetEntityAcitve has no (string) it does in the functions page.
(05-30-2012, 11:49 AM)Your Computer Wrote: [ -> ]hhmmm seems are are right on that one.(05-30-2012, 04:24 AM)Battlefield3142 Wrote: [ -> ]And Computer, what do you mean SetEntityAcitve has no (string) it does in the functions page.
Look again and you'll see it has (string, bool), not (string).
(05-30-2012, 12:49 PM)Battlefield3142 Wrote: [ -> ]void SetEntityActive(string &in asParent, string &in asChild, int alState)
is what I am using for the collide callback. When I use "(string& asName, bool abActive);" it doesnt work. It gives an error.
And what you will tell me will probably make me seems like the biggest R-tard on this forum XD
(05-30-2012, 08:39 PM)Battlefield3142 Wrote: [ -> ]ok, so how would you write this?and if Im coming off a douche I dont mean too

(05-30-2012, 01:18 PM)Your Computer Wrote: [ -> ]oh my god I think I see it.(05-30-2012, 12:49 PM)Battlefield3142 Wrote: [ -> ]void SetEntityActive(string &in asParent, string &in asChild, int alState)
is what I am using for the collide callback. When I use "(string& asName, bool abActive);" it doesnt work. It gives an error.
And what you will tell me will probably make me seems like the biggest R-tard on this forum XD
You're confusing yourself by taking things out of context.
SetEntityActive(string& asName, bool abActive);AddEntityCollideCallback("Player", "scriptarea", "MYFUNC", true, 1); //This is placed under void OnStart or OnEnter
void MYFUNC(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Item1", true); //True means that you want the entity to be active, if you want it to be inactive you use false.
}
)))))))))) 