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Elevator Rooms
Nuclearbones Offline
Junior Member

Posts: 45
Threads: 19
Joined: May 2012
Reputation: 0
#3
RE: Elevator Rooms

(06-09-2012, 04:13 AM)Your Computer Wrote: If you don't get any errors with that, then you're either working on the wrong script or you named your HPS file incorrectly.

As for what you want to achieve: You have to define the ChangeMap collision callback before it'll be called. However, using script areas to detect whether or not a lever has been pulled means you have come to misunderstand how to script for levers. The proper function is SetEntityConnectionStateChangeCallback. Once you have finally defined the callback, you can then move the original ChangeMap function which you have in OnStart to where it belongs: in the state change callThanks
Thanks. Now I just have to get rid of the "Expected data type" error in the changemap function.
////////////////////////////
// Run first time starting map
void OnStart()
{  
    AddUseItemCallback("", "Gatekey_1", "elevator_door_2", "KeyOnDoor", true);
    
    SetEntityConnectionStateChangeCallback("Elevator", "Changemap");

}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("elevator_door_1", false, true);
    PlaySoundAtEntity("", "unlock_door.snt", "elevator_door_1", 0.0f, false);
    RemoveItem("Gatekey_1");
    AddDebugMessage("KeyOnDoor", false);
}

void ChangeMap("lvl03_aMAZEing.map", "PlayerStartArea_1", "14_elevator_activate.snt", "elevator_stop.snt")
{

}



////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

Think you might be able to help with that too?
06-09-2012, 06:53 AM
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Messages In This Thread
Elevator Rooms - by Nuclearbones - 06-09-2012, 03:45 AM
RE: Elevator Rooms - by Your Computer - 06-09-2012, 04:13 AM
RE: Elevator Rooms - by Nuclearbones - 06-09-2012, 06:53 AM



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