Activating Compound Objects? - 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: Activating Compound Objects? (/thread-10415.html) |
Activating Compound Objects? - NylePudding - 09-20-2011 It would save an immense amount of time for me if I could activate compound objects. I tried this - Code: SetEntityActive("Compound_1", true); But of course it didn't work. Is there any way I could do this? Thanks. =] RE: Activating Compound Objects? - Tanshaydar - 09-20-2011 Activate them one by one. RE: Activating Compound Objects? - MrBigzy - 09-20-2011 Yea, compound objects don't count as entities, so it won't work, even if all the items in the compound are entities; 99% sure about that anyway. Either way, a better way to activate a bunch of entities at once is to use asterisk wildcards or use arrays. RE: Activating Compound Objects? - NylePudding - 09-21-2011 (09-20-2011, 09:34 PM)MrBigzy Wrote: Yea, compound objects don't count as entities, so it won't work, even if all the items in the compound are entities; 99% sure about that anyway.Thanks I'll just have to go about it like that. It shouldn't be too much of a problem but it would be useful if you could do what I suggested. |