(09-15-2011, 05:07 AM)Obliviator27 Wrote: (09-15-2011, 04:59 AM)Bennick Wrote: I'm not sure I understand. So basically, If I rename every one of my book rows into "book_" then using "book_*" will make them all act as "one" deactivatable entity?
Hah, sorry. My explanations seem to suck.
If you have entities in your map, named
Book_1
Book_2
Book_3
When using Book_*, it will cause them all to be subject to your script.
It's not working for me, can you tell me what I'm doing wrong here? here's the script portion for this function:
void OnEnter()
{
AddEntityCollideCallback("Player", "prebiblescript", "books", true, 1);
}
void books(string &in asEntity)
{
if (HasItem("letterkey")==true)
{
PlaySoundAtEntity("", "12_girl_scream.snt", "Player", 0, false);
SetEntityActive("book_row02_*", false);
SetEntityActive("book_bible_*", true);
SetEntityActive("biblescript", true);
}
}