Frictional Games Forum (read-only)
[SCRIPT] Item Interaction - 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] Item Interaction (/thread-22402.html)



Item Interaction - Scorch 169 - 08-13-2013

Item Interaction

I need to create a code for an item interation with the wooden board entity. I have made a bone saw nearby and I need to use the bone saw on the wood and set the entity to the broken board. I tried comparing this to keys but this uses different coding.

I am new to amnesia scripting but I have done lots of scripting in other programs. So if I could get some information on the code it will help me understand more.

Thankyou.


RE: Item Interaction - PutraenusAlivius - 08-13-2013

Code:
void OnStart()
{
AddUseItemCallback("", "Bone_Saw", "Wooden_Board", "BreakBoard", true);
}

void BreakBoard(string &in asItem, string &in asEntity)
{
SetEntityActive("Wooden_Board", false);
SetEntityActive("Broken_Board", true);
}

That's the code.
Bone_Saw is the Item you use the Entity on.
Wooden_Board is the board that gets replaced by the broken one and the Entity the Item is used on.
Broken_Board is the broken board.

Please note that the bone saw has to be an item in your inventory.


RE: Item Interaction - Slanderous - 08-13-2013

void OnStart()
{
AddUseItemCallback("", "bonesaw", "woodenboards", "func", true);
}
void func(string &in asItem, string &in asEntity)
{
SetEntityActive("wooden boards (normal)", false);
SetEntityActive("wooden boards (broken one)", true);
PlaySoundAtEntity("", "break_wood.snt", "Player", 0, false);
RemoveItem("bonesaw"); //you can delete this line if you want to keep bonesaw in inventory.
}

hope it helps :p


RE: Item Interaction - FlawlessHappiness - 08-13-2013

(08-13-2013, 06:48 AM)JustAnotherPlayer Wrote:
Code:
void OnStart()
{
AddUseItemCallback("", "Bone_Saw", "Wooden_Board", "BreakBoard", true);
}

void BreakBoard(string &in asItem, string &in asEntity)
{
SetEntityActive("Wooden_Board", false);
SetEntityActive("Broken_Board", true);
}

That's the code.
Bone_Saw is the Item you use the Entity on.
Wooden_Board is the board that gets replaced by the broken one and the Entity the Item is used on.
Broken_Board is the broken board.

Please note that the bone saw has to be an item in your inventory.

Instead of having 2 entities, using SetPropHealth("Wooden_Board", 0); would do the same thing.