mr.bonent
Junior Member
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Set wall passive
Can anyone tell me why this does not work? (the SetPassive, "wand_2")
Quote:void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "BuchErscheinung", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_2", "WandErscheinung", true, 1);
AddEntityCollideCallback("Player", "DoorClosedArea_1", "DoorClosedAndLook", true, 1);
AddUseItemCallback("", "DoorKey_1", "mansion_4", "UsedKeyOnDoor", true);
}
void BuchErscheinung(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("buch", true);
AddDebugMessage("buch", false);
}
void WandErscheinung(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("wand", true);
SetEntityPassive("wand_2", true);
AddDebugMessage("wand", false);
AddDebugMessage("wand_2", false);
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08-01-2011, 11:52 PM |
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Your Computer
SCAN ME!
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RE: Set wall passive
Where did you hear about SetEntityPassive()? It's not found here.
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08-02-2011, 12:39 AM |
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Rapture
Posting Freak
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RE: Set wall passive
SetEntityPassive ?? I don't think thats a valid script function wiki.frictional scripts and your missing a "}" at the very end.
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08-02-2011, 12:48 AM |
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mr.bonent
Junior Member
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RE: Set wall passive
Ohr sorry, I thought this function exists.
How can I do it else? That a wall becomes activated when the player enters the scriptarea?
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08-02-2011, 01:07 AM |
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Roenlond
Senior Member
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RE: Set wall passive
SetEntityActive("wand_2", false);
will set the entity to inactive.
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08-02-2011, 11:31 AM |
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Janni1234
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RE: Set wall passive
SetEntityPassive....never heard about that, too.
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08-02-2011, 12:48 PM |
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mr.bonent
Junior Member
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RE: Set wall passive
Thanks very much everybody.
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08-02-2011, 07:03 PM |
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