4WalledKid 
 
 
		
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What is this-> (string &in asParent, string &in asChild, int alState)? 
			 
			
				Ok so I've been quite a long time doing scripts for Amnesia but today I discovered that I don't know what  
 
void example_function (string &in asParent, string &in asChild, int alState) 
 
do in a called function. I know it is necessary to make it work, but why? What doe's it mean? Thanks!
			 
			
			
 
			
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	| 12-10-2012, 08:39 PM  | 
	
		
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		The chaser 
 
 
		
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RE: What is this-> (string &in asParent, string &in asChild, int alState)? 
			 
			
				Oh, when you make an AddEntityCollideCallback you do this: 
 
AddEntityCollideCallback("Player", "ScriptArea", "FUNC", true, 1); 
 
void FUNC (string &in asParent, string &in asChild, int alState) 
 
///This means that the player is the parent (the "callbacker") for the ScriptArea (The affected item). The int alState is for the 1, because that 1 means if colliding or leaving the area. The "true" isn't relevant to the function, so we don't put it in the "FUNC". 
 
void FUNC (string &in asParent, string &in asChild, int alState) 
{ 
//Do something because the player collided with the children 
}
			 
			
			
 
                              THE OTHERWORLD (WIP) 
 
Aculy iz dolan.  
			
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	| 12-10-2012, 08:46 PM  | 
	
		
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		4WalledKid 
 
 
		
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RE: What is this-> (string &in asParent, string &in asChild, int alState)? 
			 
			
				 (12-10-2012, 08:46 PM)The chaser Wrote:  Oh, when you make an AddEntityCollideCallback you do this... Hmm.. I got that one. What about this one? 
 
(string &in asItem, string &in asEntity)
			  
			
			
 
			
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	| 12-10-2012, 08:55 PM  | 
	
		
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		The chaser 
 
 
		
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RE: What is this-> (string &in asParent, string &in asChild, int alState)? 
			 
			
				 (12-10-2012, 08:55 PM)4WalledKid Wrote:   (12-10-2012, 08:46 PM)The chaser Wrote:  Oh, when you make an AddEntityCollideCallback you do this... Hmm.. I got that one. What about this one?  
 
(string &in asItem, string &in asEntity) AddUseItemCallback("", "Itemname", "EntityUsed", "FUNC", true);
 
void FUNC (string &in asItem, string &in asEntity) 
{
 
}
 
////FUNC is called when the item is used in the entity. 
 
Basically, the parameters are the information of how does it receive the information, or that I think. 
This will help you a lot:
 http://www.frictionalgames.com/forum/thread-18368.html
			 
			
			
 
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Aculy iz dolan.  
			
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	| 12-10-2012, 09:01 PM  | 
	
		
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		4WalledKid 
 
 
		
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RE: What is this-> (string &in asParent, string &in asChild, int alState)? 
			 
			
				 (12-10-2012, 09:01 PM)The chaser Wrote:  AddUseItemCallback("", "Itemname", "EntityUsed", "FUNC", true)... Thank you very much!   
			 
			
			
 
			
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	| 12-10-2012, 09:08 PM  | 
	
		
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