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		| Slanderous   Posting Freak
 
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63
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			| Making a lever puzzles... 
 
				Hey
 I was wondering how can I make a puzzle, that player pulls down four levers and then water entity disappears. I was trying with many scripts, but I can't get it to work. Can someone help me?
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	| 12-03-2013, 11:34 AM |  |  
	
		| FlawlessHappiness   Posting Freak
 
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			| RE: Making a lever puzzles... 
 
				You need to use variables.
 Variables work like this. You automaticly create one by writing:
 AddLocalVarInt("LeverPuzzle", 1).
 
 Now the variable is called "LeverPuzzle", and has the number 1.
 
 Now what you want is that each lever makes the variable go up.
 Each lever must call a callback called "LeverCallback". YOu write this in the ConnectionState in the entity's properties in the level editor..
 
 Here is the script for the levers.
 
 void LeverPuzzle(string &in asEntity, int alState)
 {
 if(alState == 1) //If the levers are pulled a specific way.
 {
 AddLocalVarInt("LeverPuzzle", 1)
 
 }
 
 if(GetLocalVarInt("LeverPuzzle") == 4) //If the variable is 4, which means all levers are pulled.
 {
 SetEntityActive("WaterEntity", false);
 }
 }
 
 This is the simple version.
 
 Trying is the first step to success. |  |  
	| 12-03-2013, 12:11 PM |  |  
	
		| Slanderous   Posting Freak
 
 Posts: 1,606
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 Joined: Dec 2012
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63
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			| RE: Making a lever puzzles... 
 
				 (12-03-2013, 12:11 PM)FlawlessHair Wrote:  You need to use variables.
 Variables work like this. You automaticly create one by writing:
 AddLocalVarInt("LeverPuzzle", 1).
 
 Now the variable is called "LeverPuzzle", and has the number 1.
 
 Now what you want is that each lever makes the variable go up.
 Each lever must call a callback called "LeverCallback". YOu write this in the ConnectionState in the entity's properties in the level editor..
 
 Here is the script for the levers.
 
 void LeverPuzzle(string &in asEntity, int alState)
 {
 if(alState == 1) //If the levers are pulled a specific way.
 {
 AddLocalVarInt("LeverPuzzle", 1)
 
 }
 
 if(GetLocalVarInt("LeverPuzzle") == 4) //If the variable is 4, which means all levers are pulled.
 {
 SetEntityActive("WaterEntity", false);
 }
 }
 
 This is the simple version.
 
Oh, thanks for help    I'm going to check it and I will let ya know if it works.
 
It's not working    
Here is my script
 
void OnStart() 
{ 
AddLocalVarInt("LeverPuzzle", 1); 
AddEntityCollideCallback("Player", "questPrison", "GetSearchQuest", true, 1); 
AddEntityCollideCallback("Player", "ScriptArea_1", "GetRW", true, 1); 
}
 
void GetSearchQuest(string &in asParent, string &in asChild, int alState) 
{  
AddQuest("memento05", "Memento05"); 
} 
void GetRW(string &in asParent, string &in asChild, int alState) 
{  
AddQuest("memento06", "Memento06"); 
}
 
void LeverPuzzle(string &in asEntity, int alState) 
{ 
if(alState == 1) //If the levers are pulled a specific way. 
{ 
AddLocalVarInt("LeverPuzzle", 1);
 
}
 
if(GetLocalVarInt("LeverPuzzle") == 1) //If the variable is 4, which means all levers are pulled. 
{ 
SetEntityActive("childsnake_floor_water_normal_1", false); 
} 
}
 
It gives me a fatal error; 23,1 - expected ";" 
What should I do then?
			 
				
(This post was last modified: 12-03-2013, 02:41 PM by Slanderous.)
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	| 12-03-2013, 12:34 PM |  |  
	
		| FlawlessHappiness   Posting Freak
 
 Posts: 3,980
 Threads: 145
 Joined: Mar 2012
 Reputation: 
171
 | 
			| RE: Making a lever puzzles... 
 
				Try this.
 void OnStart()
 {
 AddEntityCollideCallback("Player", "questPrison", "GetSearchQuest", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_1", "GetRW", true, 1);
 }
 
 void GetSearchQuest(string &in asParent, string &in asChild, int alState)
 {
 AddQuest("memento05", "Memento05");
 }
 void GetRW(string &in asParent, string &in asChild, int alState)
 {
 AddQuest("memento06", "Memento06");
 }
 
 void LeverPuzzle(string &in asEntity, int alState)
 {
 if(alState == 1)
 {
 AddLocalVarInt("LeverPuzzle", 1);
 }
 
 if(alState == -1)
 {
 AddLocalVarInt("LeverPuzzle", -1);
 }
 
 if(GetLocalVarInt("LeverPuzzle") == 4)
 {
 if(GetLocalVarInt("LeverDone") == 1)
 {
 return;
 }
 SetEntityActive("childsnake_floor_water_normal_1", false);
 SetLocalVarInt("LeverDone", 1);
 }
 }
 
 Trying is the first step to success. |  |  
	| 12-03-2013, 05:41 PM |  |  
	
		| Slanderous   Posting Freak
 
 Posts: 1,606
 Threads: 78
 Joined: Dec 2012
 Reputation: 
63
 | 
			| RE: Making a lever puzzles... 
 
				 (12-03-2013, 05:41 PM)FlawlessHair Wrote:  Try this.
 void OnStart()
 {
 AddEntityCollideCallback("Player", "questPrison", "GetSearchQuest", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_1", "GetRW", true, 1);
 }
 
 void GetSearchQuest(string &in asParent, string &in asChild, int alState)
 {
 AddQuest("memento05", "Memento05");
 }
 void GetRW(string &in asParent, string &in asChild, int alState)
 {
 AddQuest("memento06", "Memento06");
 }
 
 void LeverPuzzle(string &in asEntity, int alState)
 {
 if(alState == 1)
 {
 AddLocalVarInt("LeverPuzzle", 1);
 }
 
 if(alState == -1)
 {
 AddLocalVarInt("LeverPuzzle", -1);
 }
 
 if(GetLocalVarInt("LeverPuzzle") == 4)
 {
 if(GetLocalVarInt("LeverDone") == 1)
 {
 return;
 }
 SetEntityActive("childsnake_floor_water_normal_1", false);
 SetLocalVarInt("LeverDone", 1);
 }
 }
 
It works now! Thanks ! Rep+
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	| 12-03-2013, 06:22 PM |  |  |