TShapeShifter
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RE: Help on entity activation
(07-12-2014, 10:48 PM)MsHannerBananer Wrote: (07-12-2014, 10:26 PM)TShapeShifter Wrote: hey guys, this is probably a dumb question and much likely the answer is no but I recently have been wondering, is it possible to activate an entity upon the possession of a certain number of notes? Like for example is it possible for an entity to only activate itself if the player picks up all the notes in a story?
Sorry if this is a dumb question, any help is very much appreciated, thank you
It's not a dumb question! xD
If it is possible, I would think you can use an if statement. Note's are considered items, and are technically stored in the inventory. You could set up a script box that calls a check function that looks for the if statement and whether or not you have all notes. The if statement would look something like this:
if(HasItem("nameofnote1") == true && HasItem("nameofnote2") == true && HasItem("nameofnote3") == true) { Script called yadda yadda }
If the player is missing any of those notes, the script won't call.
I've never tried it myself, so I'm not completely sure, however if you can attach script to the interaction with notes, then I'm sure this would work.
That's actually a great idead! Thanks I'll give it a try!
(07-12-2014, 10:54 PM)TShapeShifter Wrote: (07-12-2014, 10:48 PM)MsHannerBananer Wrote: (07-12-2014, 10:26 PM)TShapeShifter Wrote: hey guys, this is probably a dumb question and much likely the answer is no but I recently have been wondering, is it possible to activate an entity upon the possession of a certain number of notes? Like for example is it possible for an entity to only activate itself if the player picks up all the notes in a story?
Sorry if this is a dumb question, any help is very much appreciated, thank you
It's not a dumb question! xD
If it is possible, I would think you can use an if statement. Note's are considered items, and are technically stored in the inventory. You could set up a script box that calls a check function that looks for the if statement and whether or not you have all notes. The if statement would look something like this:
if(HasItem("nameofnote1") == true && HasItem("nameofnote2") == true && HasItem("nameofnote3") == true) { Script called yadda yadda }
If the player is missing any of those notes, the script won't call.
I've never tried it myself, so I'm not completely sure, however if you can attach script to the interaction with notes, then I'm sure this would work.
That's actually a great idead! Thanks I'll give it a try!
Didn't work T-T God I was so sure it was gonna work... :c I dont suppose you have any other ideas?
(This post was last modified: 07-12-2014, 11:42 PM by TShapeShifter.)
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07-12-2014, 10:54 PM |
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