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Can you re-enable areas once used?
Nevicar Offline
Junior Member

Posts: 37
Threads: 4
Joined: Mar 2012
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#7
RE: Can you re-enable areas once used?

Alright, it's not all fixed, I tried to venture into the valley of if statements and constructed this.

AddEntityCollideCallback("Player", "Area_7", "fdoorclose_func1", true, 1);

void fdoorclose_func1(string &in asParent, string &in asChild, int alState)
{
if (HasItem("key1")) SetEntityActive("Area_6", false);
else SetEntityActive("Area_6", true);
}

Basically a character walks out of the room and through an area to check if he has the key, if he doesn't have it then the area should be activated, but it doesn't get activated so obviously what I'm doing is wrong. Any ideas?
(This post was last modified: 03-09-2012, 08:54 AM by Nevicar.)
03-09-2012, 08:54 AM
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Messages In This Thread
Can you re-enable areas once used? - by Nevicar - 03-09-2012, 08:01 AM
RE: Can you re-enable areas once used? - by Nevicar - 03-09-2012, 08:54 AM



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