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Script Areas
ZRPT Offline
Junior Member

Posts: 17
Threads: 3
Joined: Aug 2011
Reputation: 1
#3
RE: Script Areas

(08-28-2011, 07:55 AM)GreyFox Wrote: You would make a script area and add this to your script

AddEntityCollideCallback("Player", "ScriptName", "MyFunc", true, -1);

Player= Means when the Player Collides with the trigger
ScriptName= is what you named the Script Area In the Editor
MyFunc= Could be named anything but this will be used for the syntax
true= It deletes when you go through it once
-1= leaving so the opposite way I believe

alStates = 1 = only enter, -1 = only leave, 0 = both

Hopefully that'll Help

-Grey Fox



I don't want the script to activate accidentally, as you can see in the video, the player goes back to check on the door, how would I prevent it from activating early? Would it involve using the timer?
(This post was last modified: 08-28-2011, 08:06 AM by ZRPT.)
08-28-2011, 08:04 AM
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Messages In This Thread
Script Areas - by ZRPT - 08-28-2011, 07:28 AM
RE: Script Areas - by GreyFox - 08-28-2011, 07:55 AM
RE: Script Areas - by ZRPT - 08-28-2011, 08:04 AM
RE: Script Areas - by Obliviator27 - 08-28-2011, 08:12 AM
RE: Script Areas - by ZRPT - 08-28-2011, 08:27 AM
RE: Script Areas - by MegaScience - 08-28-2011, 01:11 PM
RE: Script Areas - by JenniferOrange - 08-28-2011, 02:04 PM
RE: Script Areas - by MegaScience - 08-28-2011, 02:18 PM
RE: Script Areas - by JenniferOrange - 08-28-2011, 02:31 PM
RE: Script Areas - by MegaScience - 08-28-2011, 03:06 PM
RE: Script Areas - by JetlinerX - 08-28-2011, 04:51 PM
RE: Script Areas - by MegaScience - 08-28-2011, 05:26 PM
RE: Script Areas - by JetlinerX - 08-28-2011, 06:10 PM
RE: Script Areas - by MegaScience - 08-28-2011, 06:12 PM
RE: Script Areas - by ZRPT - 08-29-2011, 03:08 PM



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