Wyz
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Help on locking level doors?
I recently started a new CS and I want to lock a level door in the first map, but regardless of my code, the door stays unlocked.
void OnStart()
{
SetPlayerLampOil(0);
AddEntityCollideCallback("Player", "ArmorTrigger", "ArmorTriggerFunc", true, 1);
}
//Function to make armor's head fall in cellar
void ArmorTriggerFunc(string &in asParent, string &in asChild, int alState)
{
AddPropForce("fallingArmor", 50, 0, 300, "World");
}
//Function to set "Atrium" door locked in cellar
void CellarLockedFunc(string &in asEntity)
{
SetLevelDoorLocked("Atrium", false);
}
Is there something I'm missing?
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07-11-2012, 03:14 PM |
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SilentStriker
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RE: Help on locking level doors?
I would guess that the CellarLockedFunc is called from an entity inside the level editor? and if you want to LOCK it then you should have write true instead of false.
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07-11-2012, 03:21 PM |
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Stepper321
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RE: Help on locking level doors?
1. You haven't defined 'CellarLockedFunc'
2. Did you put locked in the entity tab of the level door?
Signature to awesome to be displayed.
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07-11-2012, 03:30 PM |
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Wyz
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RE: Help on locking level doors?
(07-11-2012, 03:30 PM)Stepper321 Wrote: 1. You haven't defined 'CellarLockedFunc'
2. Did you put locked in the entity tab of the level door? 1. Hmm, I thought since it wasn't a collide function, then it would not need a callback. Is this true? Would I define that on start?
2. I'm sure I did, I'll double check.
I got it, thank you for the replies. The SetLockedLevelDoor is only for unlocking, you set the door locked in the entity tab
(This post was last modified: 07-11-2012, 04:45 PM by Wyz.)
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07-11-2012, 04:41 PM |
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SilentStriker
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RE: Help on locking level doors?
Everytime you are creating a new function you need something to call that function. Like a timer or a callback code
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07-11-2012, 04:58 PM |
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Wyz
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RE: Help on locking level doors?
I did not want to create a whole new thread for this, but I've got the level door locked, and when I try to use my key on it, it doesn't work and sometimes disappears before I even use it. Here's my code:
AddUseItemCallback("", "OldKey", "Atrium", "AtriumDoorUnlock", true);
void AtriumDoorUnlock(string &in asItem, string &in asEntity)
{
SetLevelDoorLocked(asEntity, false);
PlaySoundAtEntity("", "unlock_door", "Atrium", 0, false);
RemoveItem(asItem);
}
Thanks for your help.
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07-11-2012, 09:04 PM |
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SilentStriker
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RE: Help on locking level doors?
Check so everything is spelled correctly. other than that I can't find a problem, probably something I missed thought
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07-11-2012, 09:52 PM |
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Wyz
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RE: Help on locking level doors?
I've played around with the function a bit, but now the door is unlocked once I pick up the key.
void AtriumDoorUnlock(string &in asItem, string &in asEntity)
{
SetLevelDoorLocked("Atrium", false);
PlaySoundAtEntity("", "unlock_door", "Atrium", 0, false);
RemoveItem("OldKey");
}
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07-12-2012, 12:02 AM |
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SilentStriker
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RE: Help on locking level doors?
are you using
SetEntityPlayerInteractCallback?
Since it's unlocked when you pick up the key
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07-12-2012, 12:11 AM |
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Wyz
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RE: Help on locking level doors?
I'm using a UseItem callback, if that's any help.
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07-12-2012, 12:26 AM |
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