When a player Collide with an Area it sets the things active, weirdly enough some of the items are hidden till the played walks in the area, but some of them are active all the time.
void OnStart()
{
AddEntityCollideCallback("Player", "area_3", "boo", true, 1);
}
void boo(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("armor_1", true);
SetEntityActive("armor_2", true);
SetEntityActive("armor_3", true);
SetEntityActive("armor_4", true);
SetEntityActive("armor_5", true);
SetEntityActive("armor_6", true);
SetEntityActive("armor_7", true);
SetEntityActive("armor_8", true);
SetEntityActive("armor_9", true);
SetEntityActive("armor_10", true);
SetEntityActive("armor_11", true);
SetEntityActive("armor_12", true);
SetEntityActive("armor_13", true);
PlaySoundAtEntity("area_3", "21_scream10/21_screams.snt", "area_3", 0, false);
SetEntityActive("torch_static01_2", true);
SetEntityActive("torch_static01_1", true);
}
The Torches are inactive till the player walks in the area, but the armors are active all the time even tho they are unchecked.