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"if" remove message [Solved :D]
Kyle Offline
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Posts: 911
Threads: 36
Joined: Sep 2010
Reputation: 7
#3
RE: "if" remove message

Oh, this is easy because I did the exact same kind of script. :p

This is what mine looked like:

void OnStart()
{
     SetEntityPlayerInteractCallback("prison_1", "LockedHint", false);
}
void LockedHint(string &in asEntity)
{
     if (GetSwingDoorLocked(asEntity) == true)
     {
          SetMessage("Message", "Hint02", 3);
          return;
     }
}

So when the player interacts with the door, display the "Locked Door" message only IF the door is locked, and if it isn't locked, it will do nothing when interacted. Smile

(This post was last modified: 05-30-2011, 03:00 PM by Kyle.)
05-30-2011, 02:57 PM
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Messages In This Thread
"if" remove message [Solved :D] - by DannieWest - 05-30-2011, 02:34 PM
RE: "if" remove message - by Apjjm - 05-30-2011, 02:56 PM
RE: "if" remove message - by Kyle - 05-30-2011, 02:57 PM
RE: "if" remove message - by DannieWest - 05-30-2011, 04:13 PM
RE: "if" remove message - by Apjjm - 05-30-2011, 05:19 PM
RE: "if" remove message - by Kyle - 05-30-2011, 04:53 PM
RE: "if" remove message - by DannieWest - 05-30-2011, 10:00 PM



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