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Setting an area active [SOLVED]
Greven Offline
Member

Posts: 106
Threads: 13
Joined: May 2011
Reputation: 3
#6
RE: Setting an area active

God dammit, you did such nice explanations and I still got it wrong... Ok so my area's are called Death_1 And Death_2.
Now this is the scripting:
void OnStart()
{
AddEntityCollideCallback("Player", "Death_1", "CollideActiveGrunt", true,1);
AddEntityCollideCallback("Player", "Death_2", "CollideActiveBrute", true,1);
}
void CollideActiveGrunt(string &in asEntity)
{
SetEntityActive("servant_grunt_2", true);
SetEntityActive("Death_2", true);
}

void CollideActiveBrute(string &in asEntity)
{
SetEntityActive ("servant_brute_1", true);
}

But it doesnt work Sad spot the problem?

[WIP] Recidivus
(This post was last modified: 05-09-2011, 08:45 PM by Greven.)
05-09-2011, 08:44 PM
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Messages In This Thread
Setting an area active [SOLVED] - by Greven - 05-09-2011, 08:02 PM
RE: Setting an area active - by Khyrpa - 05-09-2011, 08:12 PM
RE: Setting an area active - by Roenlond - 05-09-2011, 08:12 PM
RE: Setting an area active - by Khyrpa - 05-09-2011, 08:16 PM
RE: Setting an area active - by Roenlond - 05-09-2011, 08:30 PM
RE: Setting an area active - by Greven - 05-09-2011, 08:44 PM
RE: Setting an area active - by Khyrpa - 05-09-2011, 08:46 PM
RE: Setting an area active - by Greven - 05-09-2011, 08:51 PM
RE: Setting an area active - by Kyle - 05-09-2011, 08:47 PM
RE: Setting an area active [SOLVED] - by Kyle - 05-09-2011, 09:11 PM



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