RE: [HELP] Script Enabling/Variables 
			 
			
				//=========================================== 
// This runs when the player enters the map 
void OnStart() 
{ 
AddUseItemCallback("phekeg", "breakkegknife", "winekegpop", "boomkegopen", true); 
AddTimer("brute", 13.0f, "noisy"); 
SetEntityCallbackFunc("bonfire_1", "boomkegopen22"); 
 
} 
void boomkegopen22(string &in asItem, string &in asEntity) 
{ 
if("type" == "OnIgnite") 
{ 
AddUseItemCallback("phekegs2", "fullowine", "sheetmet", "boomkegopen23", true); 
} 
} 
 
 
void boomkegopen23(string &in asItem, string &in asEntity) 
{  
SetEntityActive("glasnotdone", true); 
RemoveItem("fullowine"); 
AddTimer("brute223", 5.0f, "outahere34"); 
} 
 
void outahere34(string &in asTimer) 
{ 
if(GetGlobalVarInt("proccess")==2) 
{ 
SetEntityActive("glasnotdone", false); 
SetEntityActive("done", true); 
} 
 
} 
 
void boomkegopen2(string &in asItem, string &in asEntity) 
{ 
SetEntityActive("glass_container_2", true); 
AddTimer("brute223", 5.0f, "outahere3"); 
RemoveItem("glass_container_1"); 
PlaySoundAtEntity("bruto23", "19_pour_blood.snt", "Player", 0.0f, false); 
} 
 
void outahere3(string &in asTimer) 
{ 
SetEntityActive("glass_container_2", false); 
SetEntityActive("fullowine", true); 
} 
 
void boomkegopen(string &in asItem, string &in asEntity) 
{ 
PlaySoundAtEntity("bruto2", "19_inject.snt", "Player", 0.0f, false); 
SetEntityActive("breakkeg_1", true); 
AddTimer("brute23", 2.0f, "outahere"); 
RemoveItem("breakkegknife"); 
AddUseItemCallback("phekegs", "glass_container_1", "boardone", "boomkegopen2", true); 
} 
 
void outahere(string &in asTimer) 
{ 
SetEntityActive("wineout", true); 
SetEntityActive("breakkeg_1", false); 
FadeInSound("wineout", 1.0f, true); 
CreateParticleSystemAtEntity("hhgh", "ps_liquid_epoxy.ps", "breakkeg_1", true); 
} 
 
void noisy(string &in asTimer) 
{ 
PlaySoundAtEntity("bruto", "enabled01.snt", "brutenoise", 0.0f, false); 
AddTimer("brute2", 4.5f, "noie"); 
} 
 
void noie(string &in asTimer) 
{ 
PlayMusic("04_amb.ogg", true, 1.0, 0.0f, 0, false); 
} 
//=========================================== 
// This runs when the player leaves the map 
void OnLeave() 
{ 
}
			 
			
			
			
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