Ok.
For the mixture problem, you would have to do this:
Go into level editor and make a potion and set it where you want it to appear; then deactive it. Then, you are going to use
Quote: AddUseItemCallback("", "item", "used on what entity", "syntax name", true);
and then make it so the potion is active and you will be able to pick it up. If you wanted 2 potions to make the other potion, than do this:
Quote:SetLocalVarInt("potionvar", 0); and this:
AddUseItemCallback("", "potion1", "used on what entity", "potion_func1", true);
AddUseItemCallback("", "potion2", "used on what entity", "potion_func2", true);
in the void OnStart block.
Than put this anywhere other than the void onStart block:
Quote:void potion_func1(string &in asItem, string &in asEntity)
{
AddLocalVarInt("potionvar", 1);
RemoveItem("potion1");
}
void potion_func2(string &in asItem, string &in asEntity)
{
AddLocalVarInt("potionvar", 1);
RemoveItem("potion2");
func_on();
}
void func_on()
{
if (GetLocalVarInt("potionvar") == 2)
{
SetEntityActive("potion3", true);
}
}
And for the playerlookat tutorial, I made one myself here :
http://www.frictionalgames.com/forum/thread-10973.html
Hope that helps