| 
		
	
		| FlawlessHappiness   Posting Freak
 
 Posts: 3,980
 Threads: 145
 Joined: Mar 2012
 Reputation: 
171
 | 
			| RE: Adding mementos to locked doors? 
 
				 (11-06-2012, 02:16 PM)craven7 Wrote:  if(GetSwingDoorLocked("BlockedDoor") == true);
 {
 
 AddQuest("BlockedDoorQuest", "BlockedDoorQuest");
 
 }
the semicolon after the condition needs to be removed.
 Also (the bigger problem I guess) your if (the code I posted 2 lines above) is not in a function/methode.
 
 If you want to add a memento to a locked door I would do it like this:
 
 
 SetEntityPlayerInteractCallback("door","interactLockedDoor",true);
 void interactLockedDoor(string &in item)
 {
 AddQuest("","lockedDoor");
 }
 string &in asItem is only used when you use an item on an entity. And that is: (string &in asItem, string &in asEntity) 
 
(string &in asEntity) is when you interact with something
			 
 Trying is the first step to success. |  |  
	| 11-06-2012, 02:47 PM |  |  
	
		| Tiger   Posting Freak
 
 Posts: 1,874
 Threads: 16
 Joined: Nov 2012
 Reputation: 
55
 | 
			| RE: Adding mementos to locked doors? 
 
				Should I place the"SetEntityPlayerInteractCallback("door","interactLockedDoor",true);"
 in the Onstart or by itself?
 |  |  
	| 11-06-2012, 04:04 PM |  |  
	
		| The chaser   Posting Freak
 
 Posts: 2,486
 Threads: 76
 Joined: Jun 2012
 Reputation: 
113
 | 
			| RE: Adding mementos to locked doors? 
 
				SetEntityPlayerInteractCallback("nameofdoor","interactLockedDoor",true);
 void interactLockedDoor(string &in asEntity)
 {
 AddQuest("","lockedDoor");
 }
 
 
 Copy-paste this, adjust it and it should work.
 
                               THE OTHERWORLD (WIP) ![[Image: k6vbdhu]](http://tinyurl.com/k6vbdhu)  
Aculy iz dolan. |  |  
	| 11-06-2012, 04:19 PM |  |  
	
		| Tiger   Posting Freak
 
 Posts: 1,874
 Threads: 16
 Joined: Nov 2012
 Reputation: 
55
 | 
			| RE: Adding mementos to locked doors? 
 
				 (11-06-2012, 04:19 PM)The chaser Wrote:  SetEntityPlayerInteractCallback("nameofdoor","interactLockedDoor",true);
 void interactLockedDoor(string &in asEntity)
 {
 AddQuest("","lockedDoor");
 }
 
 
 Copy-paste this, adjust it and it should work.
 It still doesn't work.  
Here is my script:
 
void OnStart() 
{ 
}
 
SetEntityPlayerInteractCallback("BlockedDoor","BlockedDoorQuest",true);
 
void BlockedDoorQuest(string &in asEntity) 
{ 
 AddQuest("","BlockedDoorQuest"); 
}
 
void OnEnter() 
{ 
 SetSkyBoxActive(true); 
 SetSkyBoxTexture("NightSky.dds"); 
}
 
void OnLeave() 
{ 
CompleteQuest("", "BlockedDoorQuest"); 
}
			 |  |  
	| 11-06-2012, 04:28 PM |  |  
	
		| craven7   Member
 
 Posts: 50
 Threads: 8
 Joined: Aug 2012
 Reputation: 
1
 | 
			| RE: Adding mementos to locked doors? 
 
				Because you have to put SetEntityPlayerInteractCallback("BlockedDoor","BlockedDoorQuest",true); in OnStart() or OnEnter() or some other function.  Quote: string &in asItem is only used when you use an item on an entity. And that is: (string &in asItem, string &in asEntity)
 
 
 
 (string &in asEntity) is when you interact with something
 
It doesn't matter if you name it item, entity, cookie or whatever. But semantically you are right    |  |  
	| 11-06-2012, 05:29 PM |  |  
	
		| FlawlessHappiness   Posting Freak
 
 Posts: 3,980
 Threads: 145
 Joined: Mar 2012
 Reputation: 
171
 | 
			| RE: Adding mementos to locked doors? 
 
				 (11-06-2012, 05:29 PM)craven7 Wrote:  Because you have to put SetEntityPlayerInteractCallback("BlockedDoor","BlockedDoorQuest",true); in OnStart() or OnEnter() or some other function. 
 
 Quote: string &in asItem is only used when you use an item on an entity. It doesn't matter if you name it item, entity, cookie or whatever. But semantically you are rightAnd that is: (string &in asItem, string &in asEntity)
 
 
 
 (string &in asEntity) is when you interact with something
  It does matter! If you write the syntax wrong, it won't work
			 
 Trying is the first step to success. |  |  
	| 11-06-2012, 06:15 PM |  |  
	
		| Tiger   Posting Freak
 
 Posts: 1,874
 Threads: 16
 Joined: Nov 2012
 Reputation: 
55
 | 
			| RE: Adding mementos to locked doors? 
 
				 (11-06-2012, 05:29 PM)craven7 Wrote:  Because you have to put SetEntityPlayerInteractCallback("BlockedDoor","BlockedDoorQuest",true); in OnStart() or OnEnter() or some other function. That's what I asked before but you guys didn't say so D:<
			 
				
(This post was last modified: 11-06-2012, 08:45 PM by Tiger.)
 |  |  
	| 11-06-2012, 08:31 PM |  |  
	
		| FlawlessHappiness   Posting Freak
 
 Posts: 3,980
 Threads: 145
 Joined: Mar 2012
 Reputation: 
171
 | 
			| RE: Adding mementos to locked doors? 
 
				 (11-06-2012, 08:31 PM)Tigerwaw Wrote:   (11-06-2012, 05:29 PM)craven7 Wrote:  Because you have to put SetEntityPlayerInteractCallback("BlockedDoor","BlockedDoorQuest",true); in OnStart() or OnEnter() or some other function.That's what I asked before but you didn't say so D:< 
You can also just go into the editor and place your function under: PlayerInteractCallback in the door-properties
			 
 Trying is the first step to success. |  |  
	| 11-06-2012, 08:33 PM |  |  
	
		| craven7   Member
 
 Posts: 50
 Threads: 8
 Joined: Aug 2012
 Reputation: 
1
 | 
			| RE: Adding mementos to locked doors? 
 
				Quote: That's what I asked before but you didn't say so D:< 
Sorry. 
You always have to put statements into functions ( == everything with ";" at the end has to be put in a { }) 
   |  |  
	| 11-06-2012, 08:38 PM |  |  
	
		| Tiger   Posting Freak
 
 Posts: 1,874
 Threads: 16
 Joined: Nov 2012
 Reputation: 
55
 | 
			| RE: Adding mementos to locked doors? 
 
				I'm still not sure what to write here:
 AddQuest("Here","BlockedDoorQuest");
 
				
(This post was last modified: 11-08-2012, 03:15 PM by Tiger.)
 |  |  
	| 11-06-2012, 08:43 PM |  |  |