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[SCRIPT] Adding mementos to locked doors? - 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: [SCRIPT] Adding mementos to locked doors? (/thread-19089.html) |
RE: Adding mementos to locked doors? - FlawlessHappiness - 11-06-2012 (11-06-2012, 02:16 PM)craven7 Wrote:string &in asItem is only used when you use an item on an entity. And that is: (string &in asItem, string &in asEntity) (string &in asEntity) is when you interact with something RE: Adding mementos to locked doors? - Tiger - 11-06-2012 Should I place the "SetEntityPlayerInteractCallback("door","interactLockedDoor",true);" in the Onstart or by itself? RE: Adding mementos to locked doors? - The chaser - 11-06-2012 SetEntityPlayerInteractCallback("nameofdoor","interactLockedDoor",true); void interactLockedDoor(string &in asEntity) { AddQuest("","lockedDoor"); } Copy-paste this, adjust it and it should work. RE: Adding mementos to locked doors? - Tiger - 11-06-2012 (11-06-2012, 04:19 PM)The chaser Wrote: SetEntityPlayerInteractCallback("nameofdoor","interactLockedDoor",true);It still doesn't work. Here is my script: void OnStart() { } SetEntityPlayerInteractCallback("BlockedDoor","BlockedDoorQuest",true); void BlockedDoorQuest(string &in asEntity) { AddQuest("","BlockedDoorQuest"); } void OnEnter() { SetSkyBoxActive(true); SetSkyBoxTexture("NightSky.dds"); } void OnLeave() { CompleteQuest("", "BlockedDoorQuest"); } RE: Adding mementos to locked doors? - craven7 - 11-06-2012 Because you have to put SetEntityPlayerInteractCallback("BlockedDoor","BlockedDoorQuest",true); in OnStart() or OnEnter() or some other function. Quote: string &in asItem is only used when you use an item on an entity.It doesn't matter if you name it item, entity, cookie or whatever. But semantically you are right ![]() RE: Adding mementos to locked doors? - FlawlessHappiness - 11-06-2012 (11-06-2012, 05:29 PM)craven7 Wrote: Because you have to put SetEntityPlayerInteractCallback("BlockedDoor","BlockedDoorQuest",true); in OnStart() or OnEnter() or some other function.It does matter! If you write the syntax wrong, it won't work RE: Adding mementos to locked doors? - Tiger - 11-06-2012 (11-06-2012, 05:29 PM)craven7 Wrote: Because you have to put SetEntityPlayerInteractCallback("BlockedDoor","BlockedDoorQuest",true); in OnStart() or OnEnter() or some other function.That's what I asked before but you guys didn't say so D:< RE: Adding mementos to locked doors? - FlawlessHappiness - 11-06-2012 (11-06-2012, 08:31 PM)Tigerwaw Wrote:(11-06-2012, 05:29 PM)craven7 Wrote: Because you have to put SetEntityPlayerInteractCallback("BlockedDoor","BlockedDoorQuest",true); in OnStart() or OnEnter() or some other function.That's what I asked before but you didn't say so D:< You can also just go into the editor and place your function under: PlayerInteractCallback in the door-properties RE: Adding mementos to locked doors? - craven7 - 11-06-2012 Quote: That's what I asked before but you didn't say so D:<Sorry. You always have to put statements into functions ( == everything with ";" at the end has to be put in a { }) ![]() RE: Adding mementos to locked doors? - Tiger - 11-06-2012 I'm still not sure what to write here: AddQuest("Here","BlockedDoorQuest"); |