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2 keys script
FlawlessHappiness Offline
Posting Freak

Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation: 171
#4
RE: 2 keys script

Yay it works!!! Big Grin

I occured another question not related to the keys...

I have a room with 2 locked doors.
In the middle is a table with a note.
Behind one of the doors is a monster.

I already set up the pathnotes (there is only 1)
and made the monster inactive.

Now i want it to go break the door (by just following the pathnote) when i pick up the note.
But i cant make it work.
Script:

////////////////////////////
// Run first time starting map
void OnStart()

{
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
}

void SetEntityCallbackFunc("note3", "OnPickup");
{
void OnPickup(string &in asItem, string &in asEntity)
{
SetEntityActive("PlayerCollide", true);
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("monster1", true);
AddEnemyPatrolNode("monster1", "PathNodeArea_1", 0, "");
}
}
}

Trying is the first step to success.
03-10-2012, 12:29 PM
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Messages In This Thread
2 keys script - by FlawlessHappiness - 03-10-2012, 11:32 AM
RE: 2 keys script - by flamez3 - 03-10-2012, 11:45 AM
RE: 2 keys script - by Stepper321 - 03-10-2012, 12:14 PM
RE: 2 keys script - by flamez3 - 03-10-2012, 12:47 PM
RE: 2 keys script - by FlawlessHappiness - 03-10-2012, 12:29 PM
RE: 2 keys script - by Stepper321 - 03-10-2012, 12:43 PM
RE: 2 keys script - by FlawlessHappiness - 03-10-2012, 01:08 PM
RE: 2 keys script - by flamez3 - 03-10-2012, 01:33 PM
RE: 2 keys script - by FlawlessHappiness - 03-10-2012, 02:55 PM
RE: 2 keys script - by flamez3 - 03-10-2012, 03:01 PM
RE: 2 keys script - by FlawlessHappiness - 03-10-2012, 03:23 PM
RE: 2 keys script - by DaAinGame - 03-10-2012, 08:28 PM



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