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Set active bug?
Statyk Offline
Schrödinger's Mod

Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation: 241
#11
RE: Set active bug?

if you want to set it active, try using:

void CreateEntityAtArea(string& asEntityName, string& asEntityFile, string& asAreaName, bool abFullGameSave);

Creates an entity at an area.
asEntityName - internal name
asEntityFile - entity to be used + extension .ent
asAreaName - the area to create the entity at
abFullGameSave - determines whether an entity “remembers” its state



If it's facing the wrong way, just rotate the script area
Also, Are you trying to make the torches disappear completely? or are you trying to set them UNLIT?

Another solution would to duplicate the entire room, move it, delete the unnecessary entities, and make a teleportation script.
(This post was last modified: 01-27-2012, 08:21 PM by Statyk.)
01-27-2012, 08:19 PM
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Datguy5 Offline
Senior Member

Posts: 629
Threads: 25
Joined: Dec 2011
Reputation: 12
#12
RE: Set active bug?

Its sad but truth
01-27-2012, 08:29 PM
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Spelos Away
Banned

Posts: 231
Threads: 19
Joined: Sep 2014
#13
RE: Set active bug?

We all know that Static Objects cannot be deactivated,
however every entity has a certain type.
For example:
Object
Item
Static Object

And the Static object is the problem here. If an entity in user defined values is set to Static Object it's behaviour is set to that type. Static object as we all know... cannot be deactivated.

Solutions:
- Edit the base game object and make user do the same.
- Copy the base game object, rename it use proper type and include it in you custom story folder.
- Use other entity.
(This post was last modified: 09-12-2014, 10:23 AM by Spelos.)
09-12-2014, 10:22 AM
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Kreekakon Offline
Pick a god and pray!

Posts: 3,063
Threads: 70
Joined: Mar 2012
Reputation: 124
#14
RE: Set active bug?

Thread too old.

-Locked

[Image: Tv0YgQb.gif]
Image by BandyGrass
09-12-2014, 10:28 AM
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