Lizard
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If statements and entities
Is it possible to use entities or area in if statements?
If it is, i would happy isf you could tell me how to do it.
This is what i've tried
void OnStart
{
SetEntityPlayerInteractCallback("potion_oil_1", "MonsterActivation", true);
}
void MonsterActivation(string &in asEntity)
{
if (("MonsterArea_1") == false)
{
SetEntityActive("MonsterArea_1", true);
}
else
{
PlaySoundAtEntity("", "grunt/enabled", "prison_2", 0, false);
PlaySoundAtEntity("", "scare_slam_door", "prison_2", 0, false);
}
}
Thanks in advance
CURRENT PROJECT:
A Fathers Secret == Just started
(This post was last modified: 08-10-2012, 04:08 PM by Lizard.)
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08-10-2012, 04:07 PM |
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Your Computer
SCAN ME!
Posts: 3,456
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RE: If statements and entities
Well, you can use GetEntityExists, but this won't test if the entity is active or not. As for your MonsterActivation function, have you thought about comparing against the parameter asEntity?
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08-10-2012, 04:23 PM |
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Lizard
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Posts: 174
Threads: 23
Joined: Jul 2012
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RE: If statements and entities
Thanks for telling me about "GetEntityExists"
Now i got it working with doing this
void OnStart
{
SetEntityPlayerInteractCallback("potion_oil_1", "MonsterActivation", true);
}
void MonsterActivation(string &in asEntity)
{
if (GetEntityExists("MonsterArea_1"))
{
SetEntityActive("MonsterArea_1", true);
}
}
Just a quick question. is it possible to use a doors openamount in an if statement or in a script at all?
CURRENT PROJECT:
A Fathers Secret == Just started
(This post was last modified: 08-10-2012, 04:41 PM by Lizard.)
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08-10-2012, 04:36 PM |
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Your Computer
SCAN ME!
Posts: 3,456
Threads: 32
Joined: Jul 2011
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RE: If statements and entities
Do you plan on using that same MonsterActivation function for several maps? 'Cause that's the only reason i can think of to write it like that.
As for your "quick question", mess around with GetSwingDoorState.
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08-10-2012, 04:45 PM |
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Lizard
Member
Posts: 174
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Joined: Jul 2012
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RE: If statements and entities
(08-10-2012, 04:45 PM)Your Computer Wrote: 1. Do you plan on using that same MonsterActivation function for several maps? 'Cause that's the only reason i can think of to write it like that.
2. As for your "quick question", mess around with GetSwingDoorState.
1. Im using the same area for different things on different times and places in the same map
2. Thanks man
CURRENT PROJECT:
A Fathers Secret == Just started
(This post was last modified: 08-10-2012, 04:50 PM by Lizard.)
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08-10-2012, 04:48 PM |
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Your Computer
SCAN ME!
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RE: If statements and entities
(08-10-2012, 04:48 PM)ZereboO Wrote: 1. Im using the same area for different things on differents times and places in the same map
But do you realize that GetEntityExists is going to always return true if the entity is in the map?
(This post was last modified: 08-10-2012, 04:51 PM by Your Computer.)
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08-10-2012, 04:51 PM |
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Lizard
Member
Posts: 174
Threads: 23
Joined: Jul 2012
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RE: If statements and entities
i set it so that it will only check if the area exist, when the player picks up a specific oil potion
CURRENT PROJECT:
A Fathers Secret == Just started
(This post was last modified: 08-10-2012, 04:55 PM by Lizard.)
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08-10-2012, 04:54 PM |
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