Set active bug? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Set active bug? (/thread-12895.html) Pages:
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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. -Locked |