(12-17-2012, 11:32 AM)beecake Wrote: It depends on what kind of function you are using ![Wink Wink](https://www.frictionalgames.com/forum/images/smilies/wink.gif)
You made the callback with AddEntityCollideFuntion, then it's (string &in asParent, string &in asChild, int alState)
If it's an interact-script it's (string &in asEntity)
If it's a script where you use an item it's (string &in asItem, string &in asEntity)
if it's a timer it's (string &in asTimer).
Get it?
Yes o.o Thank you o.o
what;s wrong??
AddEntityCollideCallback("Player","Area ","lantern");
void gothrough(string &in asParent, string &in asChild, int alState)
{
if(HasItem("lantern") == true)
{
SetEntityActive("block", false);
}
}
i actually want: if player has lantern he can go throuh ''Area''