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Help, again... :P
i3670 Offline
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Posts: 1,308
Threads: 74
Joined: Oct 2011
Reputation: 36
#8
RE: Help, again... :P

Try this. Set the script area inside the furnace inactive and when you pull the lever it activates the area.

You then have another AddEntityCollideCallback for the area inside the furnace with all the coals in the map.

I believe this will result in that only the coals inside the furnace changes.

I'll try coming up with a script.

void OnStart()
{
for(int i=1;i<=5;i++){
AddEntityCollideCallback("Coal_"+i+"", "FurnaceArea", "Furnace", false, 0);
}

void func_furnace(string &in asEntity, int alState)
{
if (alState == 1)
{
SetEntityActive("FurnaceArea", true);
}
}

void Furnace(string &in asParent, string &in asChild, int alState)
{
{
if (alState == 1)
{
for(int i=1;i<=5;i++){
SetPropEffectActive("Coal_"+i+"", true, false);
}
}
if(alState == -1)
{

}
}
}

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(This post was last modified: 10-27-2012, 05:20 PM by i3670.)
10-27-2012, 05:12 PM
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Messages In This Thread
Help, again... :P - by Zaapeer - 10-27-2012, 11:50 AM
RE: Help, again... :P - by ZodiaC - 10-27-2012, 12:15 PM
RE: Help, again... :P - by i3670 - 10-27-2012, 12:49 PM
RE: Help, again... :P - by Zaapeer - 10-27-2012, 03:30 PM
RE: Help, again... :P - by ZodiaC - 10-27-2012, 12:57 PM
RE: Help, again... :P - by i3670 - 10-27-2012, 03:44 PM
RE: Help, again... :P - by Zaapeer - 10-27-2012, 04:24 PM
RE: Help, again... :P - by i3670 - 10-27-2012, 05:12 PM
RE: Help, again... :P - by Zaapeer - 10-27-2012, 08:00 PM
RE: Help, again... :P - by i3670 - 10-27-2012, 08:05 PM



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