If statement. - 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 statement. (/thread-17049.html) |
If statement. - Scupp - 07-17-2012 I need little help with this if statement. How can I make it so that IF some entities in the script are active, something happes. I readed this: http://wiki.frictionalgames.com/hpl2/tutorials/script/entihscript_beginner#the_if and have watched some videos but I can't find the answer or any other way to do this. Let's say that I have this script: void lauta(string &in asParent, string &in asChild, int alState) { if(alState == 1) { PlayMusic("impact_wood_low2.ogg", false, 150.00, 0, 0, true); SetEntityActive("lauta_1", true); SetEntityActive("lauta", false); } } void lauta2(string &in asParent, string &in asChild, int alState) { if(alState == 1) { PlayMusic("impact_wood_heavy_low2.ogg", false, 150.00, 0, 0, true); SetEntityActive("lauta_2", true); SetEntityActive("lauta2", false); } } void lauta3(string &in asParent, string &in asChild, int alState) { if(alState == 1) { PlayMusic("impact_wood_heavy_low2.ogg", false, 150.00, 0, 0, true); SetEntityActive("lauta_3", true); SetEntityActive("lauta3", false); } } I wan't that something happens when lauta_1, lauta_2 and lauta_3 are active. How can I do that? I'm not here to get whole script. I just want to know how it happens and what should I do. RE: If statement. - Juby - 07-17-2012 You may need to add a localvar or globalvar whenever you activate an entity as a makeshift way to check if it exists. Then check the var in a function and do what you want when they are active. RE: If statement. - Scupp - 07-17-2012 (07-17-2012, 02:06 PM)Juby Wrote: You may need to add a localvar or globalvar whenever you activate an entity as a makeshift way to check if it exists. Then check the var in a function and do what you want when they are active.Alright I got it fixed! Thanks |