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Short question: SetEntityActive for ScriptAreas? - Printable Version

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+---- Thread: Short question: SetEntityActive for ScriptAreas? (/thread-20165.html)



Short question: SetEntityActive for ScriptAreas? - Tiger - 02-03-2013

As the title says, is there any kind of similar function like "SetEntityActive" but for ScriptAreas? I would like the player to walk down a corridor, go into a room, pick something up and then walk back and he hears a sound. Is this possible?


RE: Short question: SetEntityActive for ScriptAreas? - The chaser - 02-03-2013

SetEntityActive works for areas too.


RE: Short question: SetEntityActive for ScriptAreas? - Tiger - 02-03-2013

ok, thanks ^^


RE: Short question: SetEntityActive for ScriptAreas? - GoranGaming - 02-03-2013

You could also use Variabels:

Code:
void OnStart()
{
SetEntityCallbackFunc("ItemYouWantToPickUp", "PickupItem");
AddEntityCollideCallback("Player", "CollideArea", "CollideArea", false, 0);
SetLocalVarInt("RandomName", 0);
}

void PickupItem(string &in asEntity, string &in OnPickup)
{
SetLocalVarInt("RandomName", 1);
}

void CollideArea(string &in asEntity, string &in asChild, int alState)
{
if(GetLocalVarInt("RandomName")==1)
{
PlaySoundAtEntity(blablabla);
}
else if(GetLocalVarInt("RandomName")==0)
{    //Do nothing
}
}

What it basicly does is that when you pick up the item, it adds a number to the variable. When you walk into the area, you can now hear the sound.