![]() |
Mass Houdini - 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: Mass Houdini (/thread-10328.html) Pages:
1
2
|
Mass Houdini - Bennick - 09-15-2011 I need to make a huge amount of stuff disappear, but is there anyway to do it without filling up notepad++ with object numbers towards the hundreds? RE: Mass Houdini - Your Computer - 09-15-2011 I don't think SetEntityActive() supports wildcards, but you can verify that for me: Code: SetEntityActive("entity_name_*", false); Otherwise, the answer to your question is no. RE: Mass Houdini - Obliviator27 - 09-15-2011 Yes, SetEntityActive works for such a thing. You'll just have to rename things in the editor so that the SetEntityActive("debris_*, false); matches up. In case you didn't know, the * indicates that everything prefixed by "debris_" will be subject to this code. RE: Mass Houdini - Bennick - 09-15-2011 (09-15-2011, 04:15 AM)Obliviator27 Wrote: Yes, SetEntityActive works for such a thing. You'll just have to rename things in the editor so that theI'm not sure I understand. So basically, If I rename every one of my book rows into "book_" then using "book_*" will make them all act as "one" deactivatable entity? RE: Mass Houdini - Obliviator27 - 09-15-2011 (09-15-2011, 04:59 AM)Bennick Wrote: I'm not sure I understand. So basically, If I rename every one of my book rows into "book_" then using "book_*" will make them all act as "one" deactivatable entity?Hah, sorry. My explanations seem to suck. If you have entities in your map, named Book_1 Book_2 Book_3 When using Book_*, it will cause them all to be subject to your script. RE: Mass Houdini - Bennick - 09-15-2011 (09-15-2011, 05:07 AM)Obliviator27 Wrote:It's not working for me, can you tell me what I'm doing wrong here? here's the script portion for this function:(09-15-2011, 04:59 AM)Bennick Wrote: I'm not sure I understand. So basically, If I rename every one of my book rows into "book_" then using "book_*" will make them all act as "one" deactivatable entity?Hah, sorry. My explanations seem to suck. void OnEnter() { AddEntityCollideCallback("Player", "prebiblescript", "books", true, 1); } void books(string &in asEntity) { if (HasItem("letterkey")==true) { PlaySoundAtEntity("", "12_girl_scream.snt", "Player", 0, false); SetEntityActive("book_row02_*", false); SetEntityActive("book_bible_*", true); SetEntityActive("biblescript", true); } } RE: Mass Houdini - Khyrpa - 09-15-2011 Those book row entities are actually static ones so you cant set them to unactive. RE: Mass Houdini - Bennick - 09-15-2011 (09-15-2011, 07:34 AM)Khyrpa Wrote: Those book row entities are actually static ones so you cant set them to unactive.Is this a case where SetPropActiveandFade or whatever would work? RE: Mass Houdini - Khyrpa - 09-15-2011 No function can make those props to disappear. You'd have to create new entites from them that can be disabled with the model editor RE: Mass Houdini - Bennick - 09-15-2011 (09-15-2011, 03:00 PM)Khyrpa Wrote: No function can make those props to disappear. You'd have to create new entites from them that can be disabled with the model editorHow do I do that? |