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Full Version: setentityactive is not working?
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AddEntityCollideCallback("Player", "delusiontrigger_1", "delusionfunction_1", true, 1);



void delusionfunction_1(string &in asEntity, string &in type)
{
SetEntityActive("delusion_2", true);
ShowEnemyPlayerPosition("delusion_2");
}

those are the relevant parts of my code, but only the showenemyplayerposition part is taking affect, any ideas? I've triple checked the names on the entities
You have the wrong callback syntax.
how do I fix it?

it's an area that the player collides with, if that makes any difference
obviously the issue is that I'm having trouble understanding the tutorials, thanks for the no-help asshole. don't post in threads if you have nothing constructive to say except to point obvious things out. thanks.
The syntax he's refering to are the words in the parentheses after "
delusionfunction_1 ". The syntax you have there are incorrect and the page he linked had the proper syntax listed if you scrolled down a little bit. Try changing:

(string &in asEntity, string &in type)
to the proper:

(string &in asParent, string &in asChild, int alState)


Don't be so hard on Your Computer, he is correct to assume that everyone who is modding/scripting for HPL2 should know the very basics. I'd suggest doing a little research to familiarize yourself with scripting "lingo", to better help yourself understand in the future.
ah, fixed! thanks Big Grin can they activate even if I'm looking at their spawn?
(06-17-2012, 12:49 AM)liamthespy Wrote: [ -> ]ah, fixed! thanks Big Grin can they activate even if I'm looking at their spawn?
They activate no matter the circumstance.