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"if" scripting - 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: "if" scripting (/thread-14012.html) |
"if" scripting - FlawlessHappiness - 03-15-2012 I have a problem with the if scripting... My idea is that a room is patroled by a monster, but to keep the monstermusic from being played all the time, the monster only spawns when you touch the door. Then after a few minutes it goes inactive again because it is has no more pathnodes. Now, when you pick up a note that says you have to go to the other side of the patroled room, the monster will be gone. Here is my script: void OnStart() { SetEntityPlayerInteractCallback("door_teacher1", "OnInteract1", false); } void OnInteract1(string &in asEntity) { if(HasItem("note3") == true) { } else SetEntityActive("monster_teacher1", true); AddEnemyPatrolNode("monster_teacher1", "PathNodeArea_1", 1, ""); AddEnemyPatrolNode("monster_teacher1", "PathNodeArea_2", 1, ""); } The problem is that the monster spawns even though i've got the note RE: "if" scripting - ClayPigeon - 03-15-2012 Try this: if(HasItem("note3") == true) { SetEntityActive("monster_teacher1", false); } RE: "if" scripting - SilentStriker - 03-15-2012 More like if(HasItem("note3")) because the == true makes it if true then true RE: "if" scripting - FlawlessHappiness - 03-15-2012 Nope still didnt... work... I guess the script is setup so no matter what, it will run the script beneath "else" because the upper { and the lover } is connected. Then if i has the note it will first set the monster inactive, then set it active... i might try to do this with an area instead because the door will be buggy... I guess i can just make the area go inactive then? RE: "if" scripting - SilentStriker - 03-15-2012 Does it give you errors or is it just not working? RE: "if" scripting - Your Computer - 03-15-2012 If it always yields to else, then it is safe to conclude that HasItem cannot be used to determine whether the player has a specific note. RE: "if" scripting - FlawlessHappiness - 03-15-2012 It works fine except the monster is still there |