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key trigger
naseem142 Offline
Member

Posts: 153
Threads: 19
Joined: Oct 2012
Reputation: 0
#7
RE: key trigger

(10-08-2012, 01:21 PM)The chaser Wrote: No, you don't need to do anything with these.

void OnStart()

{

AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);

SetEntityCallbackFunc("key_1", "OnPickup");

}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("locked_door1", false, true);

PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);

RemoveItem("key_1");

}

void OnPickup(string &in asEntity, string &in type)
{
  SetEntityActive("monster_grunt", true);
  ShowEnemyPlayerPosition("monster_grunt");
}

Weird. Maybe if you copy-paste the script it works. I was wrong with the syntax, it was "string &in type".
But, in the CallbackFunc, in the level editor, put "OnPickup". If I'm not wrong, when you put the mouse there, it says something about OnPickup, OnIgnite, Break. I think.
It worked now , thanks i don't know how but i think your new code did it Big Grin
(This post was last modified: 10-08-2012, 02:14 PM by naseem142.)
10-08-2012, 02:14 PM
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Messages In This Thread
key trigger - by naseem142 - 10-08-2012, 10:35 AM
RE: key trigger - by i3670 - 10-08-2012, 10:35 AM
RE: key trigger - by naseem142 - 10-08-2012, 11:11 AM
RE: key trigger - by The chaser - 10-08-2012, 11:48 AM
RE: key trigger - by naseem142 - 10-08-2012, 12:10 PM
RE: key trigger - by The chaser - 10-08-2012, 01:21 PM
RE: key trigger - by naseem142 - 10-08-2012, 02:14 PM



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