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Script Area triggering twice? Why?
FurtherGames Offline
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#5
RE: Script Area triggering twice? Why?

(02-05-2014, 12:30 AM)daortir Wrote: the 0 is the part determining if the function will be called when entering the script area, or when exiting it.
1 = enter
-1 = leave
0 = both.


Here take a look at this :

void AddEntityCollideCallback(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates);

Calls a function when two entites collide.
Callback syntax: void MyFunc(string &in asParent, string &in asChild, int alState)
alState: 1 = enter, -1 = leave

asParentName - internal name of main object
asChildName - internal name of object that collides with main object (asterix (*) NOT supported!)
asFunction - function to call
abDeleteOnCollide - determines whether the callback after it was called

alStates - 1 = only enter, -1 = only leave, 0 = both <=== THERE YOU GO

That's directly from this page http://wiki.frictionalgames.com/hpl2/amn..._functions. It holds a very detailed explanation of how every function work ^^.


Thanks. I'll try this later.
02-05-2014, 08:18 AM
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RE: Script Area triggering twice? Why? - by FurtherGames - 02-05-2014, 08:18 AM



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