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Set active bug? - Printable Version

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RE: Set active bug? - Statyk - 01-27-2012

if you want to set it active, try using:

void CreateEntityAtArea(string& asEntityName, string& asEntityFile, string& asAreaName, bool abFullGameSave);

Creates an entity at an area.
asEntityName - internal name
asEntityFile - entity to be used + extension .ent
asAreaName - the area to create the entity at
abFullGameSave - determines whether an entity “remembers” its state



If it's facing the wrong way, just rotate the script area
Also, Are you trying to make the torches disappear completely? or are you trying to set them UNLIT?

Another solution would to duplicate the entire room, move it, delete the unnecessary entities, and make a teleportation script.


RE: Set active bug? - Datguy5 - 01-27-2012

Its sad but truth


RE: Set active bug? - Spelos - 09-12-2014

We all know that Static Objects cannot be deactivated,
however every entity has a certain type.
For example:
Object
Item
Static Object

And the Static object is the problem here. If an entity in user defined values is set to Static Object it's behaviour is set to that type. Static object as we all know... cannot be deactivated.

Solutions:
- Edit the base game object and make user do the same.
- Copy the base game object, rename it use proper type and include it in you custom story folder.
- Use other entity.


RE: Set active bug? - Kreekakon - 09-12-2014

Thread too old.

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