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Area Scripts
sassix Offline
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Posts: 56
Threads: 13
Joined: Jan 2011
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#3
RE: Area Scripts

(01-08-2011, 10:44 PM)Tottel Wrote: Ok, I do not exactly understand what you said.. and I'm just going to assume there's something wrong with the script without translating.
I'm guessing you want those grunts to appear when the player collides with an area.
In that case, you must use a custom function that is called when the player collides with the area.

Add an extra parameter to your
AddEntityCollideCallback("Player" , "ScriptArea_1" , true , 1);
that defines the name of that function; then put those 3 SetEntityActive lines in that function, since right now, they don't belong to any.

y well thats what i said in german , im still learning this stuff and i rly dont know what exactly to do :/
i dont know how to define a name for a funktion, could need some more clues Tongue
01-08-2011, 10:53 PM
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Messages In This Thread
Area Scripts - by sassix - 01-08-2011, 10:39 PM
RE: Area Scripts - by Tottel - 01-08-2011, 10:44 PM
RE: Area Scripts - by sassix - 01-08-2011, 10:53 PM
RE: Area Scripts - by Tottel - 01-08-2011, 10:58 PM
RE: Area Scripts - by sassix - 01-08-2011, 11:04 PM
RE: Area Scripts - by Russ Money - 01-08-2011, 11:37 PM
RE: Area Scripts - by sassix - 01-08-2011, 11:46 PM



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