Help please! Particles and removing objects
How do i make it that if an enemy walks into an area a wall deletes and particle system's get active.
I've tried this code:
What i put in the Void OnStart:
AddEntityCollideCallback("servant_brute_1", "FalconPunch", "FalconPunch", true, 1);
And what i put under it:
void FalconPunch(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("HitWall", "attack_claw_hit.snt", "SlashSound", 1, true);
SetEntityActive("ParticleSystem_40", true);
AddTimer("", 0.3f, "BreakWall");
}
void BreakWall(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("WallBreak", "03_break_wall.snt", "LookAtWall", 1, true);
SetEntityActive("ParticleSystem_39", true);
SetEntityActive("ParticleSystem_48", true);
SetEntityActive("ParticleSystem_42", true);
SetEntityActive("ParticleSystem_37", true);
SetEntityActive("ParticleSystem_47", true);
SetEntityActive("ParticleSystem_43", true);
SetEntityActive("ParticleSystem_49", true);
SetEntityActive("ParticleSystem_50", true);
SetEntityActive("ParticleSystem_51", true);
SetEntityActive("ParticleSystem_60", true);
SetEntityActive("ParticleSystem_56", true);
SetEntityActive("ParticleSystem_41", true);
SetEntityActive("ParticleSystem_61", true);
SetEntityActive("wall_default_35", false);
}
But the wall doesn't delete and the particle systems get enabled on the start of the map :3
Help please!
Current Project: Nightmare's End(Project Director, Scripter, boss >:D)
(This post was last modified: 11-13-2011, 04:19 PM by Your Computer.)
|