naseem142
Member
Posts: 153
Threads: 19
Joined: Oct 2012
Reputation:
0
|
|
10-08-2012, 10:35 AM |
|
i3670
Posting Freak
Posts: 1,308
Threads: 74
Joined: Oct 2011
Reputation:
36
|
RE: key trigger
Post your script.
Edit: Is the monster in the level_editor called monster_grunt?
(This post was last modified: 10-08-2012, 10:37 AM by i3670.)
|
|
10-08-2012, 10:35 AM |
|
naseem142
Member
Posts: 153
Threads: 19
Joined: Oct 2012
Reputation:
0
|
RE: key trigger
(10-08-2012, 10:35 AM)i3670 Wrote: Post your script.
Edit: Is the monster in the level_editor called monster_grunt? Here is the script , and yes the grunt is named "monster_ grunt"
void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
(This post was last modified: 10-08-2012, 11:12 AM by naseem142.)
|
|
10-08-2012, 11:11 AM |
|
The chaser
Posting Freak
Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation:
113
|
RE: key trigger
(10-08-2012, 11:11 AM)naseem142 Wrote: (10-08-2012, 10:35 AM)i3670 Wrote: Post your script.
Edit: Is the monster in the level_editor called monster_grunt? Here is the script , and yes the grunt is named "monster_ grunt"
void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
} void OnPickup(string &in asEntity, string &in asType)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
You had the sintax wrong.
THE OTHERWORLD (WIP)
Aculy iz dolan.
|
|
10-08-2012, 11:48 AM |
|
naseem142
Member
Posts: 153
Threads: 19
Joined: Oct 2012
Reputation:
0
|
RE: key trigger
(10-08-2012, 11:48 AM)The chaser Wrote: (10-08-2012, 11:11 AM)naseem142 Wrote: (10-08-2012, 10:35 AM)i3670 Wrote: Post your script.
Edit: Is the monster in the level_editor called monster_grunt? Here is the script , and yes the grunt is named "monster_ grunt"
void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
} void OnPickup(string &in asEntity, string &in asType)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
You had the sintax wrong. Still doesn't work.
am i suppose to do anything with entity options?
|
|
10-08-2012, 12:10 PM |
|
The chaser
Posting Freak
Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation:
113
|
RE: key trigger
No, you don't need to do anything with these.
void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
Weird. Maybe if you copy-paste the script it works. I was wrong with the syntax, it was "string &in type".
But, in the CallbackFunc, in the level editor, put "OnPickup". If I'm not wrong, when you put the mouse there, it says something about OnPickup, OnIgnite, Break. I think.
THE OTHERWORLD (WIP)
Aculy iz dolan.
|
|
10-08-2012, 01:21 PM |
|
naseem142
Member
Posts: 153
Threads: 19
Joined: Oct 2012
Reputation:
0
|
RE: key trigger
(10-08-2012, 01:21 PM)The chaser Wrote: No, you don't need to do anything with these.
void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
Weird. Maybe if you copy-paste the script it works. I was wrong with the syntax, it was "string &in type".
But, in the CallbackFunc, in the level editor, put "OnPickup". If I'm not wrong, when you put the mouse there, it says something about OnPickup, OnIgnite, Break. I think. It worked now , thanks i don't know how but i think your new code did it
(This post was last modified: 10-08-2012, 02:14 PM by naseem142.)
|
|
10-08-2012, 02:14 PM |
|
|