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		| SilentStriker   Posting Freak
 
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			| RE: Why wouldn't this script work? 
 
				if you want the jesus to spawn when the player has the key it should look like this
 if(HasItem("scary_key_1")) SetEntityActive("jesus", true);
 
 
				
(This post was last modified: 05-30-2012, 07:15 AM by SilentStriker.)
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	| 05-30-2012, 07:14 AM |  |  
	
		| Your Computer   SCAN ME!
 
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			| RE: Why wouldn't this script work? 
 
				 (05-30-2012, 04:24 AM)Battlefield3142 Wrote:  And Computer, what do you mean SetEntityAcitve has no (string) it does in the functions page. 
Look again and you'll see it has (string, bool), not (string).
			 
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	| 05-30-2012, 11:49 AM |  |  
	
		| Battlefield3142   Junior Member
 
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			| RE: Why wouldn't this script work? 
 
				 (05-30-2012, 11:49 AM)Your Computer Wrote:   (05-30-2012, 04:24 AM)Battlefield3142 Wrote:  And Computer, what do you mean SetEntityAcitve has no (string) it does in the functions page. Look again and you'll see it has (string, bool), not (string).
 hhmmm seems are are right on that one. 
 
void SetEntityActive(string &in asParent, string &in asChild, int alState)
 
is what I am using for the collide callback. When I use "(string& asName, bool abActive);" it doesnt work. It gives an error. 
 
And what you will tell me will probably make me seems like the biggest R-tard on this forum XD
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	| 05-30-2012, 12:49 PM |  |  
	
		| Your Computer   SCAN ME!
 
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			| RE: Why wouldn't this script work? 
 
				 (05-30-2012, 12:49 PM)Battlefield3142 Wrote:  void SetEntityActive(string &in asParent, string &in asChild, int alState)
 
 is what I am using for the collide callback. When I use "(string& asName, bool abActive);" it doesnt work. It gives an error.
 
 And what you will tell me will probably make me seems like the biggest R-tard on this forum XD
 
You're confusing yourself by taking things out of context.
			 
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	| 05-30-2012, 01:18 PM |  |  
	
		| Battlefield3142   Junior Member
 
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			| RE: Why wouldn't this script work? 
 
				ok, so how would you write this? 
  (05-30-2012, 08:39 PM)Battlefield3142 Wrote:  ok, so how would you write this? and if Im coming off a douche I dont mean too    |  |  
	| 05-30-2012, 08:39 PM |  |  
	
		| Battlefield3142   Junior Member
 
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			| RE: Why wouldn't this script work? 
 
				 (05-30-2012, 01:18 PM)Your Computer Wrote:   (05-30-2012, 12:49 PM)Battlefield3142 Wrote:  void SetEntityActive(string &in asParent, string &in asChild, int alState)
 
 is what I am using for the collide callback. When I use "(string& asName, bool abActive);" it doesnt work. It gives an error.
 
 And what you will tell me will probably make me seems like the biggest R-tard on this forum XD
 You're confusing yourself by taking things out of context.
 oh my god I think I see it. 
 
something like this?
 
void SetEntityActive(string &in asParent, string &in asChild, bool abActive, int alStates)
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	| 05-31-2012, 02:01 AM |  |  
	
		| Prelauncher   Senior Member
 
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			| RE: Why wouldn't this script work? 
 
				No, SetEntityActive looks like this: SetEntityActive(string& asName, bool abActive);
I think that you have confused your functions, You don't have to name the function to what you want to use:  
Example
 AddEntityCollideCallback("Player", "scriptarea", "MYFUNC", true, 1); //This is placed under void OnStart or OnEntervoid MYFUNC(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("Item1", true); //True means that you want the entity to be active, if you want it to be inactive you use false.
 }
  Socialism  (noun): A great way to run out of other people's money. 
				
(This post was last modified: 05-31-2012, 09:25 AM by Prelauncher.)
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	| 05-31-2012, 09:24 AM |  |  
	
		| Battlefield3142   Junior Member
 
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			| RE: Why wouldn't this script work? 
 
				yeah yeah guys. I get it! OMG!!!   )))))))))) 
 
im uber confusing my self with other funcs
 
thanks alot guys!!!!
   
i got it to work. thanks!
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	| 06-01-2012, 04:22 AM |  |  |