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		| sixsevensix   Junior Member
 
 Posts: 2
 Threads: 1
 Joined: Dec 2010
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			| Removing Wrong Key From Inventory 
 
				I have run into trouble, I have made a puzzle that requires the player to go through and try different keys on a door to open it, one of the six keys are correct (this part works) and unlocks the door, the other 5 are wrong and need to be discarded, the problem I am having is creating a function general enough to work for any key that is NOT the key to the door. Is there a way to go about this without using an add item callback for each key?
 Code:
 ////////////////////////////
 // wrongkey function
 
 void WrongOne(string &in asItem, string &in asEntity)
 {
 if(asItem!="LanternKey"){
 PlaySoundAtEntity("", "lock_door.snt", "LanternDoor", 0.0f, false);
 RemoveItem(asItem);
 }
 }
 
 
 ////////////////////////////
 // Run when entering map
 void OnEnter()
 {
 
 AddUseItemCallback("", "Wrong1", "LanternDoor", "WrongOne", false);
 
 }
 ///////////
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	| 12-23-2010, 12:07 PM |  |  
	
		| Dark88   Junior Member
 
 Posts: 48
 Threads: 6
 Joined: Dec 2010
 Reputation: 
0
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			| RE: Removing Wrong Key From Inventory 
 
				 (12-23-2010, 12:07 PM)sixsevensix Wrote:  I have run into trouble, I have made a puzzle that requires the player to go through and try different keys on a door to open it, one of the six keys are correct (this part works) and unlocks the door, the other 5 are wrong and need to be discarded, the problem I am having is creating a function general enough to work for any key that is NOT the key to the door. Is there a way to go about this without using an add item callback for each key?
 Code:
 ////////////////////////////
 // wrongkey function
 
 void WrongOne(string &in asItem, string &in asEntity)
 {
 if(asItem!="LanternKey"){
 PlaySoundAtEntity("", "lock_door.snt", "LanternDoor", 0.0f, false);
 RemoveItem(asItem);
 }
 }
 
 
 ////////////////////////////
 // Run when entering map
 void OnEnter()
 {
 
 AddUseItemCallback("", "Wrong1", "LanternDoor", "WrongOne", false);
 
 }
 ///////////
 
I just recently started scripting but I'm pretty sure you could name the 5 wrong keys Wrong_1, Wrong_2, etc and in the AddUseItemCallback for the entity put "Wrong_*" As for discarding the keys just don't remove item until the correct key is used then in that function run RemoveItem("Wrong_*); and RemoveItem("Right").
 
That should work in giving you just one general function for the wrong keys instead of 5.
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	| 12-23-2010, 05:05 PM |  |  
	
		| sixsevensix   Junior Member
 
 Posts: 2
 Threads: 1
 Joined: Dec 2010
 Reputation: 
0
 | 
			| RE: Removing Wrong Key From Inventory 
 
				 (12-23-2010, 05:05 PM)Dark88 Wrote:  I just recently started scripting but I'm pretty sure you could name the 5 wrong keys Wrong_1, Wrong_2, etc and in the AddUseItemCallback for the entity put "Wrong_*" As for discarding the keys just don't remove item until the correct key is used then in that function run RemoveItem("Wrong_*); and RemoveItem("Right").
 That should work in giving you just one general function for the wrong keys instead of 5.
 
Sadly this did not work, the "Wrong_*" did not recognize any of the keys when they were wrong. For discarding I want it to remove the keys as you use them, since this is a beginning puzzle I don't want the user to have to sift through tons of keys just yet.
 
Current Code section:
 
 //////////////////////////// 
// wrongkey function
 
void WrongOne(string &in asItem, string &in asEntity) 
{ 
if(asItem!="LanternKey"){ 
PlaySoundAtEntity("", "lock_door.snt", "LanternDoor", 0.0f, false); 
RemoveItem("Wrong_*"); 
	} 
}
 
//////////////////////////// 
// Run when entering map 
void OnEnter() 
{
 
// This addsfor right key 
AddUseItemCallback("", "LanternKey", "LanternDoor", "LanternComp", true);
 
//This adds for wrong key(s) 
AddUseItemCallback("", "Wrong_*", "LanternDoor", "WrongOne", false);
 
}
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	| 12-23-2010, 08:57 PM |  |  
	
		| Dark88   Junior Member
 
 Posts: 48
 Threads: 6
 Joined: Dec 2010
 Reputation: 
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 | 
			| RE: Removing Wrong Key From Inventory 
 
				Hmmm I'll do some experimentation and I have an idea how to get it to remove the key once its used I'll try them out on my test map and see if I can't figure something out. 
Edit: Alright this is what I was able to come up with.
 void OnStart(){
 AddUseItemCallback("", "Right", "Castle", "UsedRightKeyOnDoor", true);
 AddUseItemCallback("", "Wrong_1", "Castle", "UsedWrongKeyOnDoor", false);
 AddUseItemCallback("", "Wrong_2", "Castle", "UsedWrongKeyOnDoor", false);
 AddUseItemCallback("", "Wrong_3", "Castle", "UsedWrongKeyOnDoor", false);
 AddUseItemCallback("", "Wrong_4", "Castle", "UsedWrongKeyOnDoor", false);
 AddUseItemCallback("", "Wrong_5", "Castle", "UsedWrongKeyOnDoor", false);
 }
 
 void UsedRightKeyOnDoor (string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("Castle", false, true);
 RemoveItem("Right");
 RemoveItem("Wrong_1");
 RemoveItem("Wrong_2");
 RemoveItem("Wrong_3");
 RemoveItem("Wrong_4");
 RemoveItem("Wrong_5");
 AddDebugMessage("Works", false);
 }
 
 void UsedWrongKeyOnDoor (string &in asItem, string &in asEntity)
 {
 AddDebugMessage("Fail", false);
 if (asItem == "Wrong_1")
 {
 RemoveItem("Wrong_1");
 AddDebugMessage("Key should be gone", false);
 }
 if (asItem == "Wrong_2")
 {
 RemoveItem("Wrong_2");
 AddDebugMessage("Key should be gone", false);
 }
 if (asItem == "Wrong_3")
 {
 RemoveItem("Wrong_3");
 AddDebugMessage("Key should be gone", false);
 }
 if (asItem == "Wrong_4")
 {
 RemoveItem("Wrong_4");
 AddDebugMessage("Key should be gone", false);
 }
 if (asItem == "Wrong_5")
 {
 RemoveItem("Wrong_5");
 AddDebugMessage("Key should be gone", false);
 }
 }
Alright using this I was able to kind of get what you seem to be describing obviously changing and adding other things as necessary. Still requires a bunch of lines of code but it only uses 2 functions which is better than having 5 similar functions wasting space. It does require you to still create an AddUseItemCallback for each key but that's just copy and paste and a number change.
			
				
(This post was last modified: 12-23-2010, 10:13 PM by Dark88.)
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	| 12-23-2010, 09:29 PM |  |  |