(07-20-2012, 03:17 AM)HeadyBoy Wrote: Works perfectly. Thank you
Just been fiddling around.. and now it does not work, have I done something wrong here?
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void OnStart()
{
SetEntityConnectionStateChangeCallback("lever_nice01_1", "leversuitor_1");
}
void leversuitor_1(string &in asEntity, int alState)
{
if(alState == 1 || alState == -1)
{
SetSwingDoorLocked("mansiondoor_1", false, false);
SetEntityActive("suitorman_1", true);
AddEnemyPatrolNode("suitorman_1", "PathNodeArea_1", 0.1f, "");
AddEnemyPatrolNode("suitorman_1", "PathNodeArea_2", 0.1f, "");
AddEnemyPatrolNode("suitorman_1", "PathNodeArea_3", 0.1f, "");
AddEnemyPatrolNode("suitorman_1", "PathNodeArea_4", 0.1f, "");
AddEnemyPatrolNode("suitorman_1", "PathNodeArea_5", 0.1f, "");
AddEnemyPatrolNode("suitorman_1", "PathNodeArea_6", 0.1f, "");
AddEnemyPatrolNode("suitorman_1", "PathNodeArea_7", 0.1f, "");
}
else
{
}
}
anybody have any ideas on what I have knocked out of place? because the lever doesnt trigger anything now
Edit: This is driving me mental.