(01-15-2013, 10:53 PM)BeeKayK Wrote: Yes post in developement support.
I don't know in what way you want it, but you could put it when you unlock the door as an example.
void UnlockLevelDoor(string &in item, string &in entity)
{
SetLevelDoorLocked(entity, false);
FadePlayerRollTo(50, 20, 20);
}
thanks for your help, actually that was the wrong code, this is the correct one i needed.
//
StartPlayerLookAt(string& mansion_door_1, 20, 20, string& asAtTargetCallback);
StopPlayerLookAt(3);
///////////////////////////////////////
i dont know what to so with astargetcallback now, im assuming the rest is correct but i don't know.
void OnStart()
{
GiveItemFromFile("lantern", "lantern.ent");
SetEntityPlayerInteractCallback("key_laboratory_1", "ActivateMonster", true);
AddUseItemCallback("OpenDoor", "key_laboratory_1", "level_hub_1", "UnlockLevelDoor", true);
}
void OnEnter()
{
}
void OnLeave()
{
}
void ActivateMonster(string &in item)
{
StartPlayerLookAt(string& mansion_door_1, 20, 20, string& asAtTargetCallback);
StopPlayerLookAt(3);
SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 0, "Idle");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, "Idle");
}
void UnlockLevelDoor(string &in item, string &in entity)
{
SetLevelDoorLocked(entity, false);
}