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Trouble With Guiding Rods - Printable Version

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Trouble With Guiding Rods - Chronogyros - 11-13-2011

Having a bit of trouble using guiding rods and the guiding rod machine (in original Amnesia, the part where you have to start the elevator by plugging in the 3 rods). Well I want to do something similar, however, whenever I go to use a rod on the machine, it just says "no object to use item on." This is odd, because the machine is definitely an entity, and it should be a valid object to use an item on, right?

Not sure if it's a scripting issue, or level editor issue.


In case it is my script, here are the functions I'm using:

AddUseItemCallback("guiding_rod01_1", "guiding_rod01_1", "guiding_rod_machine_1", "rod1", true);


Then:


void rod1(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("", "13_rod_in.snt", "Player", 0, false);
SetEntityActive("guiding_rod_2", true);
RemoveItem("guiding_rod01_1");
}

Any ideas what might be wrong?


RE: Trouble With Guiding Rods - flamez3 - 11-13-2011

Did you name everything exactly as it is in here?



RE: Trouble With Guiding Rods - Chronogyros - 11-13-2011

Yup, just double checked everything. Although I'm starting to suspect it isn't a scripting problem, however, more of a game problem. The game simply doesn't recognize the Machine as a usable object. That's my theory anyway.


RE: Trouble With Guiding Rods - Apjjm - 11-13-2011

The machine room level used script areas to interact with the rods if i recall correctly, that way it could also detect what holes the rods were placed within.


RE: Trouble With Guiding Rods - Chronogyros - 11-13-2011

Quote: The machine room level used script areas to interact with the rods if i recall correctly, that way it could also detect what holes the rods were placed within.
Yes it seems you are right. Thanks for the tip.