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Level Editor Help Static objects disappear / enemy deactivate
Smackdown Offline
Junior Member

Posts: 13
Threads: 3
Joined: Jan 2013
Reputation: 0
#3
RE: Static objects disappear / enemy deactivate

Thank you for the static objects thing, now it works.

But that with the enemy. I have no error when I start the map, but the grunt is still there although I pass the script area. what did I wrong?


Quote:void OnStart()
{
AddUseItemCallback("", "key_torture_chamber_1", "castle_arched01_1", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "ScriptArea_1", "schweine", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_2", "schweinehang", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_3", "klang", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_4", "staub", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_5", "engel", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_6", "falle", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_7", "enemyklang", true, 1);
AddEntityCollideCallback("Player" , "ScriptArea_8" , "wegpunkte" , true , 1);
AddEntityCollideCallback("Player", "ScriptArea_9", "klang2", true, 1);
AddUseItemCallback("", "key_torture_chamber_2", "mansion_1", "UsedKeyOnDoor2", true);
AddEntityCollideCallback("Player", "ScriptArea_10", "deaktivierung", true, 1);
}





void deaktivierung(string &in asItem, string &in asEntity)

{
SetEntityActive("servant_grunt_1", false);

}




....
(This post was last modified: 01-04-2013, 12:51 PM by Smackdown.)
01-04-2013, 12:51 PM
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RE: Static objects disappear / enemy deactivate - by Smackdown - 01-04-2013, 12:51 PM



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