How To Make a Memento on Door - 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) +--- Thread: How To Make a Memento on Door (/thread-26241.html) |
How To Make a Memento on Door - Carlos2295 - 09-20-2014 Hi there, I am currently working on a custom story that is in it's second month of development. YouTube tutorials and the Frictional Games scipting wiki are what I use the most. However, I could not find a tutorial for adding a memento whenever the player interacts with a locked door. If it's not too much trouble I was wondering what function I would use. It's for a locked level door. Any help will be appreciated. RE: How To Make a Memento on Door - Radical Batz - 09-20-2014 1. click on the door you wanna add a memento on 2. Click on the entity tab 3. Where it says "PlayerInteractCallback" write "memento" in there without the quotes. 3 Open the hps file 4. Do PHP Code: void memento(string &in asEntity) All done :p PS: You posted this on the wrong section RE: How To Make a Memento on Door - Carlos2295 - 09-21-2014 (09-20-2014, 07:43 PM)Mr. Badcatz Wrote: 1. click on the door you wanna add a memento on Wow, thank you so much. I can't believe I forgot the door's callback function lol. This will definitely help out in the future. P.S - Where should I have posted this? RE: How To Make a Memento on Door - FlawlessHappiness - 09-21-2014 (09-21-2014, 01:14 AM)Carlos2295 Wrote:(09-20-2014, 07:43 PM)Mr. Badcatz Wrote: 1. click on the door you wanna add a memento on Development Support is the right place to post issues like these. Here's a link: http://www.frictionalgames.com/forum/forum-39.html Also, that is not just the door's callback function. It's an interact function. That entity-tab should be in almost any entity, making it possible to call a function by interacting with the entity. It will always be: void Function(string &in asEntity) { Something } |