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Chemical mixing?
flamez3 Offline
Posting Freak

Posts: 1,281
Threads: 48
Joined: Apr 2011
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#2
RE: Chemical mixing?

Not very sure if this would work:
Go into editor, make the pot 1 wherever you want it to be, then make pot 2 directly on it and aswell but uncheck "active" so that it wont appear until you tell it to. And then:


"AddUseItemCallback" you would for making a key work on a door:

void OnStart()
{
AddUseItemCallback("", "name of item", "thing to interact", "nameoffunction", true);

}

And then in the function:

void namefunction(string &in asItem, string &in asEntity)
{
SetEntityActive("pot1", false);

SetEntityActive("pot2", true);

}

And then, make it so that the pot2 is required to advance through the door or where ever:

void OnStart()
{
AddUseItemCallback("", "pot2", "door or what ever", "getthrough", true);

}

void getthrough(string &in asItem, string &in asEntity)

{
SetSwingDoorLocked("door", false, true);

}

I don't know if that would work, but its worth a shot.

10-23-2011, 12:02 PM
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Messages In This Thread
Chemical mixing? - by blend - 10-23-2011, 09:09 AM
RE: Chemical mixing? - by flamez3 - 10-23-2011, 12:02 PM
RE: Chemical mixing? - by blend - 10-23-2011, 01:43 PM
RE: Chemical mixing? - by flamez3 - 10-23-2011, 01:49 PM
RE: Chemical mixing? - by JenniferOrange - 10-25-2011, 10:18 PM



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