Information:
name the stickyArea 1: Skull01
name your grabbable skull 1: Skull01_dyn
name your static skull 1: Skull01_stat
name the stickyArea 2: Skull02
name your grabbable skull 2: Skull02_dyn
name your static skull 2: Skull02_stat
And so on. In the entity tab for the skull on the ground you have to set "static_physics" = true. Place each sticky area at the position of these static skulls. The static skulls should also be set to "Active" = false in the general tab.
SkullMessage = The Skull fits perfectly in place. (Or something else of your liking)
You change the the attachable to "Skull02_dyn" for stickyArea 2 named Skull02 - and so on. Haha, this is a mess.
Best of luck, if any troubles come up i'll help you. *Whipes of sweaty forehead*
Noticed I had forgotten the finale..
CreateSuccessMessage = Set it to whatever you like
You should have created the item and set it to "Active" = false in the editor already (named it "ItemCreated" - change it to your liking.)
void MyFunc(string &in asItem, string &in asEntity)
{
if(GetLocalVarInt("SkullNumber")==4)
{
SetMessage("Area", "CreateSuccessMessage", 0);
SetEntityActive("ItemCreated", true);
//--- here you can add particle systems and sounds as well, during the creation of your item ---
return;
}
}
ジ
(This post was last modified: 05-06-2011, 12:49 AM by Acies.)