(05-25-2013, 04:30 PM)Darkboot Wrote: okey so i fixed that thing. the enemy goes to the pathnodes now and what i want now is that i want description on the main when starting a custom story and a description for the key cause when i pick it up it stand " picked up " and no description on it
Lang file:
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">First test</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_Awesomekey">Awesome Key</Entry>
<Entry Name="ItemDesc_Awesomekey">Key for an awesome door to an awesome room in an awesome level</Entry>
</CATEGORY>
And im gonna make Another key to open a closet and i wonder if i can put the script in the same Place as this;
" void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_1", false, true);
PlaySoundAtEntity("","unlock_door", "mansion_1", 0, false);
RemoveItem("awesomekey_1");"
or do i need to make Another
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
something
}
and so on for the other key?
For your .lang file, put <LANGUAGE> at the very start and </LANGUAGE> at the end. You also need to go to the Level Editor, click on your key, click the Entities tab then change the Name (should be the last one) to the name of your key, which in this case is "Awesomekey"
For the script, yes you'll need a separate one because you're using a different key on a different door. Just add another UseItemCallback with the new key, other door and what script to perform.