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What does that mean?
Unearthlybrutal Offline
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Posts: 775
Threads: 12
Joined: May 2011
Reputation: 26
#7
RE: What does that mean?

void OnStart()
{
ShowEnemyPlayerPosition("Grunty1");
AddUseItemCallback("", "Key_1", "castle_1", "KeyOnDoor", true);
AddEntityCollideCallback("Player", "ScriptArea_1", "CloseDoorFunc", true, 1);
}


void CloseDoorFunc(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorLocked("castle_1", true, true);
}

void KeyOnDoor(string &in item, string &in door)
{
SetSwingDoorLocked("castle_1", false, true);
PlaySoundAtEntity("", "unlock_door", "castle_1", 0, false);
RemoveItem("Key_1");
}

void OnEnter()
{

}

void OnLeave()
{
}

When Life No Longer Exists
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06-23-2012, 06:50 PM
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Messages In This Thread
What does that mean? - by Jagsrs28 - 06-23-2012, 04:02 PM
RE: What does that mean? - by Wrathborn771 - 06-23-2012, 04:47 PM
RE: What does that mean? - by Cruzore - 06-23-2012, 04:56 PM
RE: What does that mean? - by Jagsrs28 - 06-23-2012, 05:12 PM
RE: What does that mean? - by Cruzore - 06-23-2012, 05:15 PM
RE: What does that mean? - by Jagsrs28 - 06-23-2012, 06:46 PM
RE: What does that mean? - by Unearthlybrutal - 06-23-2012, 06:50 PM
RE: What does that mean? - by Cruzore - 06-23-2012, 07:26 PM
RE: What does that mean? - by Adny - 06-23-2012, 08:36 PM
RE: What does that mean? - by MaZiCUT - 06-23-2012, 08:37 PM
RE: What does that mean? - by Cruzore - 06-23-2012, 08:39 PM



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