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[SOLVED] If 'something' collides with area function
Twitchez Offline
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Posts: 67
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Joined: Mar 2012
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#4
RE: If 'something' collides with area function

Something similar I used for my mod (but with cogwheels) was that I put three script-areas in the places I wanted the cogs to be. Then I took each cog and made a copy of them, assigned them to static and "non-active". The last thing I did was to use the AddEntityCallBack, so when each cog entered the area near where it should have been, the static cog became "visible" and the one you were moving "non-visible".

And if you want to run some sort of script when all the books are in the bookshelf, add 1 to your LocalVarInt for every time you add a book, and for each time the Player puts a book in the bookshelf, run an "if" function. "If LocalVarInt ==3...".

//Kind Regards
05-27-2012, 08:43 PM
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RE: If 'something' collides with area function - by Twitchez - 05-27-2012, 08:43 PM



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