Enable/Disable Script Areas - 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: Enable/Disable Script Areas (/thread-10229.html) |
Enable/Disable Script Areas - AmnesiaFang - 09-08-2011 So I can enable/disable entities with SetEntityActive("Entity", bool); But how do you enable/disable script areas? You can turn them active and inactive in the map editor but I don't see a function to do so. RE: Enable/Disable Script Areas - Your Computer - 09-08-2011 You use the same function. RE: Enable/Disable Script Areas - AmnesiaFang - 09-08-2011 Ah didn't know if they were all separate because I noticed props had it's own setentity function as well. RE: Enable/Disable Script Areas - MrBigzy - 09-09-2011 Actually I'm not sure if that works on areas. Either way, you should use RemoveEntityCollideCallback. RE: Enable/Disable Script Areas - Pitfall - 09-09-2011 Code: SetEntityActive("Area_Name", false); |