rallelol 
 
 
		
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RE: Switch a light on when you enter an area? 
			 
			
				 (01-12-2012, 05:42 PM)Inurias Wrote:  Detect Player entering ScriptArea: 
void AddEntityCollideCallback(string& asParentName, string&  asChildName, string& asFunction, bool abDeleteOnCollide, int  alStates);
  
Calls a function when two entites collide. 
Callback syntax: void MyFunc(string &in asParent, string &in asChild, int alState) 
alState: 1 = enter, -1 = leave 
 
asParentName - internal name of main object 
asChildName - internal name of object that collides with main object (asterix (*) NOT supported!) 
asFunction - function to call 
abDeleteOnCollide - determines whether the callback after it was called 
alStates - 1 = only enter, -1 = only leave, 0 = both  
 
 
Turn lamp on: 
void SetLampLit(string& asName, bool abLit, bool abEffects);
  
asName - name of the lamp 
abLit - true = on, false = off 
abEffects - true = use effects, false = don't use effects when turning on/off 
 
 
Example: 
void OnStart() 
{ 
    AddEntityCollideCallback("Player",  "LAMPAREA", "CollideLAMPAREA", true, 1); //Add the callback for the  player (calls "CollideLAMPAREA" when entering) 
} 
 
void CollideLAMPAREA(string &in asParent, string &in asChild, int alState) 
{ 
    SetLampLit("MYLAMP", true, true); //Turn lamp on 
}
  
Script functions for further information in the future: http://wiki.frictionalgames.com/hpl2/amn..._functions  
 
-Inurias I tried with 
SetLightVisible(string& asLightName, bool abVisible); 
first but it obviously didn't work. 
Thank you though!
			  
			
			
			
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	| 01-12-2012, 06:05 PM  | 
	
		
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