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Full Version: Set wall passive
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Can anyone tell me why this does not work? (the SetPassive, "wand_2")

Quote:void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "BuchErscheinung", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_2", "WandErscheinung", true, 1);
AddEntityCollideCallback("Player", "DoorClosedArea_1", "DoorClosedAndLook", true, 1);
AddUseItemCallback("", "DoorKey_1", "mansion_4", "UsedKeyOnDoor", true);

}
void BuchErscheinung(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("buch", true);
AddDebugMessage("buch", false);
}
void WandErscheinung(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("wand", true);
SetEntityPassive("wand_2", true);
AddDebugMessage("wand", false);
AddDebugMessage("wand_2", false);
Where did you hear about SetEntityPassive()? It's not found here.
SetEntityPassive ?? I don't think thats a valid script function wiki.frictional scripts and your missing a "}" at the very end.
Ohr sorry, I thought this function exists.
How can I do it else? That a wall becomes activated when the player enters the scriptarea?
SetEntityActive("wand_2", false);

will set the entity to inactive.
SetEntityPassive....never heard about that, too.
Thanks very much everybody.Smile