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Short question: SetEntityActive for ScriptAreas? - 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: 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() 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. |