Shoop
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Posts: 36
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Joined: Feb 2011
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RE: Script area map change?
(04-21-2011, 12:16 AM)Tanshaydar Wrote: void Changemap(string &in asParent, string &in asChild, int alStates)
s is breaking the code.
It still doesnt work.
Here is the code.
void OnStart()
{
AddUseItemCallback("", "key1", "castle_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "key2", "metal_1", "UsedKeyOnDoor2", true);
AddUseItemCallback("", "key3", "castle_3", "UsedKeyOnDoor3", true);
AddEntityCollideCallback("Player" , "ScriptArea_1" , "MonsterFunc1" , true , 1);
AddEntityCollideCallback("Player" , "ScriptArea_3" , "MonsterFunc2" , true , 1);
AddEntityCollideCallback("Player", "ScriptArea_2", "ChangeMap", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_1", false, true);
PlaySoundAtEntity("", "unlock_door", "castle_1", 0, false);
RemoveItem("key1");
}
void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("metal_1", false, true);
PlaySoundAtEntity("", "unlock_door", "metal_1", 0, false);
RemoveItem("key2");
}
void UsedKeyOnDoor3(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_3", false, true);
PlaySoundAtEntity("", "unlock_door", "castle_3", 0, false);
RemoveItem("key3");
}
void MonsterFunc1(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("servant_grunt_1" , true);
}
void MonsterFunc2(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("servant_grunt_2" , true);
}
void Changemap(string &in asParent, string &in asChild, int alState)
{
ChangeMap("Level2.map", "PlayerStartArea_1", "break_stairs", "water_lurker_eat");
}
void OpenDoor(string &in asParent, string &in asChild, int alState)
{
AddEntityCollideCallback("Player", "ScriptArea_4", "metal_1", true, 1);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
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