| FlawlessHappiness   Posting Freak
 
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			|  "if" scripting 
 
				I have a problem with the if scripting...My idea is that a room is patroled by a monster, but to keep the monstermusic from being played all the time, the monster only spawns when you touch the door. Then after a few minutes it goes inactive again because it is has no more pathnodes.
 
 Now, when you pick up a note that says you have to go to the other side of the patroled room, the monster will be gone.
 
 Here is my script:
 void OnStart()
 {
 SetEntityPlayerInteractCallback("door_teacher1", "OnInteract1", false);
 
 }
 
 
 void OnInteract1(string &in asEntity)
 {
 if(HasItem("note3") == true)
 {
 
 }
 else
 
 SetEntityActive("monster_teacher1", true);
 AddEnemyPatrolNode("monster_teacher1", "PathNodeArea_1", 1, "");
 AddEnemyPatrolNode("monster_teacher1", "PathNodeArea_2", 1, "");
 }
 
 The problem is that the monster spawns even though i've got the note
 
 Trying is the first step to success. |  | 
	| 03-15-2012, 06:47 PM |  | 
	
		| ClayPigeon   Member
 
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			| RE: "if" scripting 
 
				Try this:
 if(HasItem("note3") == true)
 {
 SetEntityActive("monster_teacher1", false);
 }
 
 |  | 
	| 03-15-2012, 06:56 PM |  | 
	
		| SilentStriker   Posting Freak
 
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			| RE: "if" scripting 
 
				More like
 if(HasItem("note3"))
 
 because the == true makes it if true then true
 
 
 |  | 
	| 03-15-2012, 07:04 PM |  | 
	
		| FlawlessHappiness   Posting Freak
 
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			| RE: "if" scripting 
 
				Nope still didnt... work...I guess the script is setup so no matter what, it will run the script beneath "else" because the upper { and the lover } is connected. Then if i has the note it will first set the monster inactive, then set it active... i might try to do this with an area instead because the door will be buggy...
 I guess i can just make the area go inactive then?
 
 Trying is the first step to success. |  | 
	| 03-15-2012, 07:12 PM |  | 
	
		| SilentStriker   Posting Freak
 
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			| RE: "if" scripting 
 
				Does it give you errors or is it just not working?
 
 |  | 
	| 03-15-2012, 07:14 PM |  | 
	
		| Your Computer   SCAN ME!
 
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			| RE: "if" scripting 
 
				If it always yields to else, then it is safe to conclude that HasItem cannot be used to determine whether the player has a specific note.
			 
 |  | 
	| 03-15-2012, 07:21 PM |  | 
	
		| FlawlessHappiness   Posting Freak
 
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			| RE: "if" scripting 
 
				It works fine except the monster is still there
			 
 Trying is the first step to success. |  | 
	| 03-15-2012, 07:24 PM |  |