Raymond
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Door needs two keys script no effect
As the title said, my .hps is like this: void Onstart()
{
AddUseItemCallback("", "privateroomkey_1", "Pv1", "UsedKeyOnDoor", true);
AddUseItemCallback("UseKey1", "prisonkeylight_1", "mansion_3", "KeyCounter", true);
SetLocalVarInt("KeysUsed", 0);
AddUseItemCallback("UseKey2", "prisonkeydark_1", "mansion_3", "KeyCounter", true);
}
void KeyCounter(string &in asItem, string &in asEntity)
{
AddLocalVarInt("KeysUsed", 1);
SetSwingDoorLocked("mansion_3", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_3", 0, false);
}
Did i put something wrong? If i did please tell me .
One World To Another [DEMO] coming soon.
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03-16-2011, 05:36 AM |
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Anxt
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RE: Door needs two keys script no effect
You need an if statement that is called when the "KeysUsed" int has a value of 2. So it would be like this:
Keep your OnStart the same, but have this as your function:
void KeyCounter(string &in asItem, string &in asEntity)
{
AddLocalVarInt("KeysUsed", 1);
if(GetLocalVarInt("KeysUsed")==2)
{
SetSwingDoorLocked("mansion_3", false, true)
PlaySoundAtEntity("", "unlock_door", "mansion_3", 0, false);
}
}
Also, there's no need to post a new thread about this. You already have one about this exact function. Just go back to it and post in it instead of starting another new topic.
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03-16-2011, 05:52 AM |
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Raymond
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RE: Door needs two keys script no effect
(03-16-2011, 05:52 AM)Anxt Wrote: You need an if statement that is called when the "KeysUsed" int has a value of 2. So it would be like this:
Keep your OnStart the same, but have this as your function:
void KeyCounter(string &in asItem, string &in asEntity)
{
AddLocalVarInt("KeysUsed", 1);
if(GetLocalVarInt("KeysUsed")==2)
{
SetSwingDoorLocked("mansion_3", false, true)
PlaySoundAtEntity("", "unlock_door", "mansion_3", 0, false);
}
}
Also, there's no need to post a new thread about this. You already have one about this exact function. Just go back to it and post in it instead of starting another new topic.
Okay, thanks for the tip .
Still no effects, my collide and function is like this: void Onstart()
{
AddUseItemCallback("UseKey1", "prisonkeylight_1", "mansion_3", "KeyCounter", true);
SetLocalVarInt("KeysUsed", 0);
AddUseItemCallback("UseKey2", "prisonkeydark_1", "mansion_3", "KeyCounter", true);
}
void KeyCounter(string &in asItem, string &in asEntity)
{
AddLocalVarInt("KeysUsed", 1);
if(GetLocalVarInt("KeysUsed")==2)
SetSwingDoorLocked("mansion_3", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_3", 0, false);
}
I copied your code and still no effects .
One World To Another [DEMO] coming soon.
(This post was last modified: 03-16-2011, 06:45 AM by Raymond.)
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03-16-2011, 05:54 AM |
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Pandemoneus
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RE: Door needs two keys script no effect
(03-16-2011, 05:54 AM)Raymond Wrote: I copied your code and still no effects .
And there lies the problem. Sorry Raymond, but you really gotta start understanding code instead of just copying from others/letting others make it for you.
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03-16-2011, 12:13 PM |
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Viperdream
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RE: Door needs two keys script no effect
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03-16-2011, 01:33 PM |
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Raymond
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RE: Door needs two keys script no effect
(03-16-2011, 01:33 PM)Viperdream Wrote: Read this and you will understand variables:
http://wiki.frictionalgames.com/hpl2/tut...t_beginner
Thanks for the link .
The most confusing one is the for(int i = 0;i < 10;i++) from >>> because it's hard to understand . if(ScriptDebugOn())
{
GiveItemFromFile("lantern", "lantern.ent");
SetPlayerLampOil(100.0f);
for(int i = 0;i < 10;i++)
{
GiveItemFromFile("tinderbox", "tinderbox.ent");
One World To Another [DEMO] coming soon.
(This post was last modified: 03-17-2011, 03:34 AM by Raymond.)
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03-17-2011, 03:24 AM |
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