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


Thread Rating:
  • 2 Vote(s) - 3 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Levers
Roenlond Offline
Senior Member

Posts: 331
Threads: 3
Joined: Apr 2011
Reputation: 0
#12
RE: Levers

void OnStart()
{
SetEntityConnectionStateChangeCallback("Slaver_Lever", "Lever_Slaver");
}
void Lever_Slaver(string &in asEntity, int alState)
{
if (alState == 1)
{
SetSwingDoorLocked("Slaver_Lever_Door", false, true);
AddDebugMessage("Door should unlock", false);
}
}

turn on debug messages and see if that message appears. If it does, the lever is fine but the door is misspelled or something somehow.
07-27-2011, 10:14 PM
Find


Messages In This Thread
Levers - by Angerpull - 07-27-2011, 08:08 PM
RE: Levers - by Tanshaydar - 07-27-2011, 08:15 PM
RE: Levers - by Angerpull - 07-27-2011, 08:27 PM
RE: Levers - by Tanshaydar - 07-27-2011, 08:32 PM
RE: Levers - by Angerpull - 07-27-2011, 08:44 PM
RE: Levers - by Kyle - 07-27-2011, 08:50 PM
RE: Levers - by Angerpull - 07-27-2011, 08:59 PM
RE: Levers - by Kyle - 07-27-2011, 09:26 PM
RE: Levers - by Angerpull - 07-27-2011, 09:35 PM
RE: Levers - by Kyle - 07-27-2011, 09:50 PM
RE: Levers - by Angerpull - 07-27-2011, 10:02 PM
RE: Levers - by Roenlond - 07-27-2011, 10:14 PM
RE: Levers - by Angerpull - 07-27-2011, 10:41 PM
RE: Levers - by Roenlond - 07-27-2011, 10:46 PM



Users browsing this thread: 1 Guest(s)