Nevicar
Junior Member
Posts: 37
Threads: 4
Joined: Mar 2012
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RE: Can you re-enable areas once used?
Honestly I feel like my question has grown out of control, so I am going to restate the question.
I want to have a zone that checks the player for an item, if he has it a completely different area stays disabled but if he doesn't have it, it becomes enabled.
This is the code:
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);
}
This code doesn't work, so it's obviously wrong, I just can't figure out why.
EDIT: I think I've figured it out, do I need to set the area delete option to FALSE after what function it calls? Therefore; the area is not deleted just set to disabled, or is that not how the "abDeleteOnCollide - determines whether the callback after it was called" works.
Beginner scripter, learning the ropes, creating my own story, would love to help someone else script!
(This post was last modified: 03-10-2012, 07:16 PM by Nevicar.)
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03-10-2012, 07:01 PM |
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