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Custom Story Dagger Question. - simblarosh - 08-03-2011

Im trying to get it to where when I use a ceremony on a body it will activate a key that is laying on top of the body(inactive).
My problem is that when I go to use the knife on the body it says something like"this item cannot be used in this way". How should I script this???

My script is something like this:

AddUseItemCallback("ceremony_knife", "ceremony_knife_1", "corpse_1", "cut_man_1", false);

void cut_man_1(string &in asItem, string &in asEntity)
{
SetEntityActive("key_1", true);
RemoveItem("ceremony_knife");
}

anyone please....


RE: Custom Story Dagger Question. - Fomzo - 08-03-2011

Thread category "Custom Stories and Modifications" will help you.


RE: Custom Story Dagger Question. - WatzUpzPeepz - 08-03-2011

I dont understand what the "ceremony_knife_1" is for,and make sure all the names match up.


RE: Custom Story Dagger Question. - simblarosh - 08-03-2011

(08-03-2011, 04:24 PM)WatzUpzPeepz Wrote: I dont understand what the "ceremony_knife_1" is for,and make sure all the names match up.

basically the knife will be usable on the body(corpse_1) and then a key will become active next to the body....


RE: Custom Story Dagger Question. - SLAMnesia - 08-03-2011

something about items such as "ceremony_knife_1" dont script well. I don't know if this is true, but i think you might have to create a custom item with the different properties
and i cant help you very much sorry


RE: Custom Story Dagger Question. - Obliviator27 - 08-04-2011

Make sure to double check your in-map names. I know that's what has been messing with me for the last little bit.


RE: Custom Story Dagger Question. - simblarosh - 08-04-2011

(08-04-2011, 03:23 AM)Obliviator27 Wrote: Make sure to double check your in-map names. I know that's what has been messing with me for the last little bit.

that isn't it iv'e checked them a hundred times.....I need to see a script of how to do it??