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If player has tinderboxes - 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 player has tinderboxes (/thread-18181.html) |
If player has tinderboxes - JPiiONEFOURONE - 09-06-2012 Hey guys, When interacting with an entity, I only want the function to work if the player has 1 or more tinderboxes in his/her inventory. I have tried the following, but it doesn't work. Code: void MyFunc(string &in asEntity) I understand why it doesn't work, it's because the tinderboxes aren't internally named "tinderbox", so, is there another way I can check if the player has tinderboxes? Thanks, JPiiONEFOURONE RE: If player has tinderboxes - Kiwi2703 - 09-06-2012 I think it should be: if(HasItem("tinderbox") == true) edit: Nope, sorry ![]() RE: If player has tinderboxes - JPiiONEFOURONE - 09-06-2012 (09-06-2012, 05:40 PM)Kiwi2703 Wrote: I think it should be:I don't think so, it works with other items. RE: If player has tinderboxes - SilentStriker - 09-06-2012 If I'm not mistaken tinderboxes don't work the same way as other items, but I'm not sure RE: If player has tinderboxes - Your Computer - 09-06-2012 If you want to keep track of tinderboxes, use a global map variable that increments whenever you interact with a tinderbox, then compare against the global map variable. RE: If player has tinderboxes - JPiiONEFOURONE - 09-06-2012 (09-06-2012, 05:55 PM)Your Computer Wrote: If you want to keep track of tinderboxes, use a global map variable that increments whenever you interact with a tinderbox, then compare against the global map variable.You sir, are a genius. rep+ (09-06-2012, 05:55 PM)Your Computer Wrote: If you want to keep track of tinderboxes, use a global map variable that increments whenever you interact with a tinderbox, then compare against the global map variable.Is there a way I can print the value of this variable to the screen for debugging purposes, or any way I can see the value in-game? RE: If player has tinderboxes - Robby - 09-06-2012 Well, there's the debug menu in-game. Select the "Player info" or something like that. Looking closely at the "self-updating" wall of text, there's a line. "Tinderboxes: #". The # stands for numbers (0, 1, 2, etc. you get the idea). Debug menu is F1, I think. RE: If player has tinderboxes - JPiiONEFOURONE - 09-06-2012 (09-06-2012, 06:33 PM)Nemet Robert Wrote: Well, there's the debug menu in-game. Select the "Player info" or something like that. Looking closely at the "self-updating" wall of text, there's a line. "Tinderboxes: #". The # stands for numbers (0, 1, 2, etc. you get the idea).How can I get my own custom variable to show on the player info? RE: If player has tinderboxes - Robby - 09-06-2012 (09-06-2012, 07:17 PM)JPiiONEFOURONE Wrote:Well, that is something I do not know. You can try using a debug message in your script.(09-06-2012, 06:33 PM)Nemet Robert Wrote: Well, there's the debug menu in-game. Select the "Player info" or something like that. Looking closely at the "self-updating" wall of text, there's a line. "Tinderboxes: #". The # stands for numbers (0, 1, 2, etc. you get the idea).How can I get my own custom variable to show on the player info? Code: AddDebugMessage(string& asString, bool abCheckForDuplicates); You need a language file (the one used for the custom story) RE: If player has tinderboxes - Theforgot3n1 - 09-08-2012 (09-06-2012, 07:20 PM)Nemet Robert Wrote:AddDebugMessage does not need the language file to operate. Just write like(09-06-2012, 07:17 PM)JPiiONEFOURONE Wrote: How can I get my own custom variable to show on the player info?Well, that is something I do not know. You can try using a debug message in your script. AddDebugMessage(GetLocalVarString("TinderBoxAmount"), false); and it'll tell you the exact amount of tinderboxes acquired during the run-through. Need to set up a debug profile though! |