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key trigger
naseem142 Offline
Member

Posts: 153
Threads: 19
Joined: Oct 2012
Reputation: 0
#5
RE: key trigger

(10-08-2012, 11:48 AM)The chaser Wrote:
(10-08-2012, 11:11 AM)naseem142 Wrote:
(10-08-2012, 10:35 AM)i3670 Wrote: Post your script.

Edit: Is the monster in the level_editor called monster_grunt?
Here is the script , and yes the grunt is named "monster_ grunt"





void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
void OnPickup(string &in asEntity, string &in asType)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}

You had the sintax wrong.
Still doesn't work.
am i suppose to do anything with entity options?

[Image: mhGIv.png]
10-08-2012, 12:10 PM
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Messages In This Thread
key trigger - by naseem142 - 10-08-2012, 10:35 AM
RE: key trigger - by i3670 - 10-08-2012, 10:35 AM
RE: key trigger - by naseem142 - 10-08-2012, 11:11 AM
RE: key trigger - by The chaser - 10-08-2012, 11:48 AM
RE: key trigger - by naseem142 - 10-08-2012, 12:10 PM
RE: key trigger - by The chaser - 10-08-2012, 01:21 PM
RE: key trigger - by naseem142 - 10-08-2012, 02:14 PM



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