Greven 
 
 
		
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Setting an area active [SOLVED] 
			 
			
				Ok so i wanna set an area active with another area which activates a grunt. 
Meaning you walk in to one area and that activates a grunt and another area which you will walk into which will set of another grunt, but i dont know what kind of coding i should do to make the area active. Help plz :3
			 
			
			
 
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(This post was last modified: 05-09-2011, 08:59 PM by Greven.)
 
				
			 
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	| 05-09-2011, 08:02 PM  | 
	
		
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		Khyrpa 
 
 
		
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RE: Setting an area active 
			 
			
				Areas can be done active just like entities: 
SetEntityActive(string& asName, bool abActive); 
string &in asName = "nameofyourareahere" and bool is true = active false = unactive 
So you can put the collide callback in the OnStart part 
OR 
you could just keep the areas active and when u want the collide to happen.. just add the collide callback in the function that would activate the areas or smthing
			 
			
			
			
				
(This post was last modified: 05-09-2011, 08:14 PM by Khyrpa.)
 
				
			 
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	| 05-09-2011, 08:12 PM  | 
	
		
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		Roenlond 
 
 
		
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RE: Setting an area active 
			 
			
				void OnStart() 
{ 
AddEntityCollideCallback("Player", "ActivateMonster_Area", "ActivateMonster", true, 1); //Callback for first function 
} 
 
void ActivateMonster(string &in asParent, string &in asChild, int alState) 
{ 
SetEntityActive("Monster_1", true); //Activates first monster 
AddEntityCollideCallback("Player", "ActivateMonster_2_Area", "ActivateMonster_2", true, 1); //Adds callback for the second monster 
} 
 
void ActivateMonster_2(string &in asParent, string &in asChild, int alState) 
{ 
SetEntityActive("Monster_2", true); //Activates second monster 
}
 
That SHOULD work, although I haven't tested it in-game so I might have made mistakes. 
 
Alternatively, you could probably do something like this:
 void OnStart() 
{ 
AddEntityCollideCallback("Player", "ActivateMonster_Area", "ActivateMonster", true, 1); //Callback for first function 
AddEntityCollideCallback("Player", "ActivateMonster_2_Area", "ActivateMonster_2", true, 1); //Adds callback for the second monster 
} 
 
void ActivateMonster(string &in asParent, string &in asChild, int alState) 
{ 
SetEntityActive("Monster_1", true); //Activates first monster 
SetEntityActive("ActivateMonster_2_Area", true); //Activates the area that activates monster 2, it will need to be inactive from start. 
} 
 
void ActivateMonster_2(string &in asParent, string &in asChild, int alState) 
{ 
SetEntityActive("Monster_2", true); //Activates second monster 
}
  
			 
			
			
			
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	| 05-09-2011, 08:12 PM  | 
	
		
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		Khyrpa 
 
 
		
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RE: Setting an area active 
			 
			
				whoa you did the whole scripts
			 
			
			
			
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	| 05-09-2011, 08:16 PM  | 
	
		
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		Roenlond 
 
 
		
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RE: Setting an area active 
			 
			
				I consider it easier to learn with examples    No meaning telling someone what to do, if you don't show them how to do it.
			  
			
			
			
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	| 05-09-2011, 08:30 PM  | 
	
		
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		Greven 
 
 
		
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RE: Setting an area active 
			 
			
				God dammit, you did such nice explanations and I still got it wrong... Ok so my area's are called Death_1 And Death_2. 
Now this is the scripting: 
void OnStart() 
{ 
AddEntityCollideCallback("Player", "Death_1", "CollideActiveGrunt", true,1); 
AddEntityCollideCallback("Player", "Death_2", "CollideActiveBrute", true,1); 
} 
 void CollideActiveGrunt(string &in asEntity) 
	 { 
	 SetEntityActive("servant_grunt_2", true); 
	 SetEntityActive("Death_2", true); 
	 }
	  
	 void CollideActiveBrute(string &in asEntity) 
	 { 
	 SetEntityActive ("servant_brute_1", true); 
	 }
 
But it doesnt work    spot the problem?
			  
			
			
 
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(This post was last modified: 05-09-2011, 08:45 PM by Greven.)
 
				
			 
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	| 05-09-2011, 08:44 PM  | 
	
		
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		Khyrpa 
 
 
		
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RE: Setting an area active 
			 
			
				change (string &in asEntity) BOTH OF THEM 
TO: 
(string &in asParent, string &in asChild, int alState)
			 
			
			
			
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	| 05-09-2011, 08:46 PM  | 
	
		
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		Kyle 
 
 
		
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RE: Setting an area active 
			 
			
				@Greven, 
 
What is the error report? 
 
If there is none and it is just straight-up broken, then i don't know, maybe the space inbetween "SetEntityActive" and "("servant_brute_1", true);" on the second to last line? I don't think it should be there... :/
			 
			
			
 
			
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	| 05-09-2011, 08:47 PM  | 
	
		
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		Greven 
 
 
		
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RE: Setting an area active 
			 
			
				 (05-09-2011, 08:46 PM)Khyrpa Wrote:  change (string &in asEntity) BOTH OF THEM 
TO: 
(string &in asParent, string &in asChild, int alState) 
Cheers to you sir!
 
@kyle,
 
 problem solved :3 Mister Khyrpa was too fast   
			 
			
			
 
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(This post was last modified: 05-09-2011, 08:53 PM by Greven.)
 
				
			 
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	| 05-09-2011, 08:51 PM  | 
	
		
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		Kyle 
 
 
		
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RE: Setting an area active [SOLVED] 
			 
			
				Hot damn! XD
			 
			
			
 
			
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	| 05-09-2011, 09:11 PM  | 
	
		
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