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Door needs two keys script no effect
Raymond Offline
Member

Posts: 126
Threads: 24
Joined: Feb 2011
Reputation: 0
#3
RE: Door needs two keys script no effect

(03-16-2011, 05:52 AM)Anxt Wrote: You need an if statement that is called when the "KeysUsed" int has a value of 2. So it would be like this:

Keep your OnStart the same, but have this as your function:

void KeyCounter(string &in asItem, string &in asEntity)
{
AddLocalVarInt("KeysUsed", 1);
if(GetLocalVarInt("KeysUsed")==2)
{
SetSwingDoorLocked("mansion_3", false, true)
PlaySoundAtEntity("", "unlock_door", "mansion_3", 0, false);
}
}


Also, there's no need to post a new thread about this. You already have one about this exact function. Just go back to it and post in it instead of starting another new topic.

Okay, thanks for the tip Big Grin.
Still no effects, my collide and function is like this:
void Onstart()
{
AddUseItemCallback("UseKey1", "prisonkeylight_1", "mansion_3", "KeyCounter", true);
SetLocalVarInt("KeysUsed", 0);
AddUseItemCallback("UseKey2", "prisonkeydark_1", "mansion_3", "KeyCounter", true);
}

void KeyCounter(string &in asItem, string &in asEntity)
{
AddLocalVarInt("KeysUsed", 1);
if(GetLocalVarInt("KeysUsed")==2)
SetSwingDoorLocked("mansion_3", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_3", 0, false);
}

I copied your code and still no effects Sad.

One World To Another [DEMO] coming soon.
(This post was last modified: 03-16-2011, 06:45 AM by Raymond.)
03-16-2011, 05:54 AM
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Messages In This Thread
Door needs two keys script no effect - by Raymond - 03-16-2011, 05:36 AM
RE: Door needs two keys script no effect - by Raymond - 03-16-2011, 05:54 AM



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