Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Making a lever puzzles...
FlawlessHappiness Offline
Posting Freak

Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation: 171
#2
RE: Making a lever puzzles...

You need to use variables.

Variables work like this. You automaticly create one by writing:
AddLocalVarInt("LeverPuzzle", 1).

Now the variable is called "LeverPuzzle", and has the number 1.

Now what you want is that each lever makes the variable go up.
Each lever must call a callback called "LeverCallback". YOu write this in the ConnectionState in the entity's properties in the level editor..

Here is the script for the levers.

void LeverPuzzle(string &in asEntity, int alState)
{
if(alState == 1) //If the levers are pulled a specific way.
{
AddLocalVarInt("LeverPuzzle", 1)

}

if(GetLocalVarInt("LeverPuzzle") == 4) //If the variable is 4, which means all levers are pulled.
{
SetEntityActive("WaterEntity", false);
}
}

This is the simple version.

Trying is the first step to success.
12-03-2013, 12:11 PM
Find


Messages In This Thread
Making a lever puzzles... - by Slanderous - 12-03-2013, 11:34 AM
RE: Making a lever puzzles... - by FlawlessHappiness - 12-03-2013, 12:11 PM
RE: Making a lever puzzles... - by Slanderous - 12-03-2013, 12:34 PM
RE: Making a lever puzzles... - by Slanderous - 12-03-2013, 06:22 PM



Users browsing this thread: 1 Guest(s)