SilentHideButFine
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Puzzle Help
Hello , i wanna make an puzzle that gonna work like this
if you put a stone in a special place or any other entity you need to place two more entitys but they are on different locations
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06-25-2012, 08:17 PM |
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Cruzore
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RE: Puzzle Help
i would suggest a simple collide callback. Can't tell more, since there's not enough information on how exactly you want it to look.
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06-25-2012, 08:22 PM |
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SilentHideButFine
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RE: Puzzle Help
(06-25-2012, 08:22 PM)FastHunteR Wrote: i would suggest a simple collide callback. Can't tell more, since there's not enough information on how exactly you want it to look.
A simple puzzle with 3 entitys and 3 plates = place 1 stone on plate 1 then you have 2 more to fix you understand more?
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06-25-2012, 08:23 PM |
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GoranGaming
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RE: Puzzle Help
Do you know how to script or do you want help? You can either do like FastHunter says, Collide callbacks, or you could use LocalVarInt variables
Current projects:
The Dark Prison 85 % (Stopped working on this one)
Unnamed Project 7 %
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06-25-2012, 08:35 PM |
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Cruzore
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RE: Puzzle Help
1st one:
make a script area to where the stone should go.
Add a Collide callback for the stone touching the script area, the called function should set the stone inactive and should set a fixed, non-movable stone at the right place active.
Do the same with the rest.
Not too hard, ain't it? You can of course add sounds, special effects or something like that.
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06-25-2012, 08:37 PM |
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GoranGaming
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RE: Puzzle Help
void OnStart()
{
AddEntityCollideCallback("Stone1", "Stone1Area", "CollideStoneArea1", false, 0);
AddEntityCollideCallback("Stone2", "Stone2Area", "CollideStoneArea2", false, 0);
AddEntityCollideCallback("Stone3", "Stone3Area", "CollideStoneArea3", false, 0);
}
void CollideStoneArea1(string &in asParent, string &in asChild, int alState)
{
SetLocalVarInt("Stone1", 1);
//THIS CHECKS IF THE PUZZLE IS FINISHED
if(GetLocalVarInt("Stone1") == 1 && GetLocalVarInt("Stone2") == 1 && GetLocalVarInt("Stone3") ==1){
//FINISH THE PUZZLE, DO WHATEVER YOU WANT
}
}
void CollideStoneArea2(string &in asParent, string &in asChild, int alState)
{
SetLocalVarInt("Stone2", 1);
//THIS CHECKS IF THE PUZZLE IS FINISHED
if(GetLocalVarInt("Stone1") == 1 && GetLocalVarInt("Stone2") == 1 && GetLocalVarInt("Stone3") ==1){
//FINISH THE PUZZLE, DO WHATEVER YOU WANT
}
}
void CollideStoneArea3(string &in asParent, string &in asChild, int alState)
{
SetLocalVarInt("Stone3", 1);
//THIS CHECKS IF THE PUZZLE IS FINISHED
if(GetLocalVarInt("Stone1") == 1 && GetLocalVarInt("Stone2") == 1 && GetLocalVarInt("Stone3") ==1){
//FINISH THE PUZZLE, DO WHATEVER YOU WANT
}
}
Current projects:
The Dark Prison 85 % (Stopped working on this one)
Unnamed Project 7 %
(This post was last modified: 06-25-2012, 08:44 PM by GoranGaming.)
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06-25-2012, 08:43 PM |
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SilentHideButFine
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RE: Puzzle Help
(06-25-2012, 08:35 PM)GoranGaming Wrote: Do you know how to script or do you want help? You can either do like FastHunter says, Collide callbacks, or you could use LocalVarInt variables
i dont know how to script with Var's :S
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06-25-2012, 08:43 PM |
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GoranGaming
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RE: Puzzle Help
There you go, if you need more script help, contact me
Note that this is jut a quick version of the puzzle, you need to add sound and other effects to make it look cool
Current projects:
The Dark Prison 85 % (Stopped working on this one)
Unnamed Project 7 %
(This post was last modified: 06-25-2012, 09:03 PM by GoranGaming.)
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06-25-2012, 08:44 PM |
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SilentHideButFine
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RE: Puzzle Help
(06-25-2012, 08:44 PM)GoranGaming Wrote: There you go, if you need more script help, contact me
Note that this is jut a quick version of the puzzle, you need to add sound and other effects to make it look cool
TY!!! Going to try it out now!: )
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06-25-2012, 09:07 PM |
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