[SCRIPT] A problem with doors - 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: [SCRIPT] A problem with doors (/thread-18062.html) |
A problem with doors - The chaser - 08-31-2012 Hi everyone! Well, my problem is the following one: I want that when the player interacts with a door, it teleports. No keys, only interact. But i don't know how to do it. Seriously, i would like to do it myself, but i don't know. Please, my CS is almost finished but I must cover this. RE: A problem with doors - FlawlessHappiness - 08-31-2012 SetEntityPlayerInteractCallback(string& asName, string& asCallback, bool abRemoveOnInteraction); Calls a function when the player interacts with a certain entity. Callback syntax: void MyFunc(string &in asEntity) asName - internal name asCallback - function to call abRemoveOnInteraction - determines whether the callback should be removed when the player interacts with the entity Maybe locking the door would be a good idea. And then: TeleportPlayer(string& asStartPosName); RE: A problem with doors - The chaser - 08-31-2012 Thanks, beecake. You've helped me a lot. RE: A problem with doors - FlawlessHappiness - 08-31-2012 No problem ^_^ RE: A problem with doors - i3670 - 08-31-2012 To shorten the script a bit you can write the callback name in the door under the entity tab. RE: A problem with doors - The chaser - 09-01-2012 Ok, fixed it. Thanks everyone for being so attentive! |