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Bottle/Breakable item key - Printable Version

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Bottle/Breakable item key - hoppem - 12-07-2011

As you may know there are items where on break another item pops out of it but for a key would it's name be the item it came out of?



RE: Bottle/Breakable item key - triadtimes - 12-07-2011

What it looks like from the original Amnesia scripting is that whatever the jar's name is ("jar") that the object inside of it will be the jar's name plus _item ("jar_item"). Try that out.


RE: Bottle/Breakable item key - hoppem - 12-07-2011

thanks ill try it out



RE: Bottle/Breakable item key - GreyFox - 12-07-2011

Triadtimes is correct,

It's "NAME_ITEM"

-Grey Fox



RE: Bottle/Breakable item key - hoppem - 12-07-2011

it didnt work am i doin something wrong im sing the lithium bromide bottle from justine and have study key on break i also renamed the bottle to "bromide"
heres my script for it

{
AddUseItemCallback("", "bromide_key_study", "DOOR", "FUNCTION", true);
}


void FUNCTION(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("DOOR", false, true);
PlaySoundAtEntity("", "unlock_door", "DOOR", 0, false);
RemoveItem("bromide_key_study");
}







RE: Bottle/Breakable item key - triadtimes - 12-07-2011

(12-07-2011, 01:34 AM)hoppem Wrote: it didnt work am i doin something wrong im sing the lithium bromide bottle from justine and have study key on break i also renamed the bottle to "bromide"
heres my script for it

{
AddUseItemCallback("", "bromide_key_study", "DOOR", "FUNCTION", true);
}


void FUNCTION(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("DOOR", false, true);
PlaySoundAtEntity("", "unlock_door", "DOOR", 0, false);
RemoveItem("bromide_key_study");
}
I think I know what's wrong, what did you call the item? By the looks of it "bromide". Sorry, but, when I said put "_item" it didn't mean put "_" then the item in the container I meant put "_item"

What I think it should look like (if the bottle's name stays "bromide") is:
Code:
OnStart(){
AddUseItemCallback("", "bromide_item", "DOOR", "FUNCTION", true);
}


void FUNCTION(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("DOOR", false, true);
PlaySoundAtEntity("", "unlock_door", "DOOR", 0, false);
RemoveItem("bromide_item");
}

Hope this works.




RE: Bottle/Breakable item key - hoppem - 12-07-2011

IT WORKS yes very many thanks from hoppem!!!