(04-12-2012, 07:48 PM)DRedshot Wrote: (04-12-2012, 06:55 PM)ClayPigeon Wrote: Oh I haven't noticed the part on OnStart, silly me!
I'll check the second method for you mate
Thanks for the help!
Your Welcome, I just realised something though. What happens if the player throws the object from inside the area? Or manages to reach in and hit it from outside the area?
Maybe a better way to do this would be like this:
void OnStart{ AddEntityCollideCallback(Stuff-Goes-Here!); }
void itemCollidesEntity(string &in asItem , string &in asEntity , int alState) {
if( GetPropIsInteractedWith(asItem) && (mon_health > 0) ){
// Player Swung item at Entity
}
else if(mon_health > 0){
// Player Threw item at Entity
}
}
Just a suggestion
Interesting, thanks for the suggestion!
By the way, the second method does not work, I got the feeling that GetEntitiesCollide is not really into areas.
Quote:I would be more interested in what happens when the condition is met than the condition itself. Just from the condition itself, i feel this can be accomplished without the need of compensating through scripting.
What do you mean? Elaborate or demonstrate please.