How to activate entities by looking at an area - 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: How to activate entities by looking at an area (/thread-19196.html) |
How to activate entities by looking at an area - tonitoni1998 - 11-12-2012 hey guys, i need your help once again. i already checked the wiki but cant find the code for it... and if you could give me the code for signs, you collide with... thanks RE: How to activate entities by looking at an area - Steve - 11-12-2012 There is an Playerlookatcallback thingy in the options of an area try working with that RE: How to activate entities by looking at an area - tonitoni1998 - 11-12-2012 (11-12-2012, 06:37 PM)Steve Wrote: There is an Playerlookatcallback thingy in the options of an area try working with thatyes i know but i dont know how to work with that im a noob here RE: How to activate entities by looking at an area - FlawlessHappiness - 11-12-2012 It works like this: When the cursor is inside the area, the function is calling. Ex. if the function is "LookAtAreaFunc" then it is: void LookAtAreaFunc(string &in asEntity, int alState) { if(alState == 1) //Only if the player is look at the area { //Do stuff } } RE: How to activate entities by looking at an area - The chaser - 11-12-2012 (11-12-2012, 06:48 PM)tonitoni1998 Wrote:SetEntityPlayerLookAtCallback(string& asName, string& asCallback, bool abRemoveWhenLookedAt);(11-12-2012, 06:37 PM)Steve Wrote: There is an Playerlookatcallback thingy in the options of an area try working with thatyes i know but i dont know how to work with that im a noob here Name: Name of the entity Callback: Function |