[SCRIPT] A question of variables - 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 question of variables (/thread-18065.html) |
A question of variables - The chaser - 08-31-2012 Hi, forum. Maybe I'm being heavy with all my questions, but it's just that i didn't find what i was searching, and i think that in this forum someone will know it. How can i make this: If you carry a hammer, wooden planks appear when crossing a script area. If you don't (the most interesting for me) there are no wooden planks and a monster chases you. I think it's something like: void ASDF { if (HasItem)== Hammer) { SetEntityActive("wooden", true); } else { SetEntityActive("servant_2", true); } } it says "expected expression value" If I knew this my map should be fixed. RE: A question of variables - GoranGaming - 08-31-2012 if(HasItem("Hammer")){ blablabla }else{ blablabla } RE: A question of variables - FlawlessHappiness - 08-31-2012 Isn't it: if(HasItem("Hammer") == true) { } RE: A question of variables - GoranGaming - 08-31-2012 Oh, yes I think so RE: A question of variables - shadowZgamerZ - 08-31-2012 The way to do this: void OnEnter { AddEntityCollideCallback("Player", "AREANAME", "FUNCTIONNAME", true, 1); } void FUNCTIONNAME(string &in asParent, string &in aChild, int alState) { if(HasItem("hammer") == true) { SetEntityActive("wooden", true); } else { SetEntityActive("servant_2, true); } NOTE: Function will reactivate itself if Player reenters the map, or put the script under OnStart(). Than, script will be activated when player visits the map for its first time only. |