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		| Linus Ågren   Senior Member
 
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			| HasItem problem [SOLVED] 
 
				What's wrong with this code? I have the key but it doesn't trigger the event. void CollideAreaLiving(string &in asParent, string &in asChild, int alState){
 if(HasItem("key_storage") == true){
 //Slime Fades
 SetPropActiveAndFade("slime_6way_1", true, 1.5f);
 SetPropActiveAndFade("slime_anim_wall_1", true, 1.5f);
 SetPropActiveAndFade("slime_pile_1", true, 1.5f);
 SetPropActiveAndFade("slime_pile_2", true, 1.5f);
 //Effects
 StartScreenShake(0.115, 2.0f, 0.1f,0.3f);
 FadeSepiaColorTo(100.0f, 4.0f);
 FadeRadialBlurTo(0.15f, 6.0f);
 PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false);
 //Timer to remove effects
 AddTimer("FadeGone", 3.0f, "GuardianTimer");
 }
 }
The code still won't get triggered if I have that key. What's wrong with it?
			
 Creator of The Dark Treasure. 
				
(This post was last modified: 04-22-2011, 01:52 PM by Linus Ågren.)
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	| 04-09-2011, 07:58 AM |  |  
	
		| Pandemoneus   Senior Member
 
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			| RE: HasItem problem 
 
				Mind posting the error message?
			 
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	| 04-09-2011, 09:51 AM |  |  
	
		| Linus Ågren   Senior Member
 
 Posts: 309
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			| RE: HasItem problem 
 
				Oh sorry, I forgot to remove that part. Edited post above. The problem is now only that the script won't get activated even if I have the item.
			 
 Creator of The Dark Treasure. |  |  
	| 04-09-2011, 11:37 AM |  |  
	
		| Dalroc   Member
 
 Posts: 57
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			| RE: HasItem problem 
 
				Remove the " == true" from if(HasItem("key_storage") == true), like this void CollideAreaLiving(string &in asParent, string &in asChild, int alState){
 if(HasItem("key_storage")){
 //Slime Fades
 SetPropActiveAndFade("slime_6way_1", true, 1.5f);
 SetPropActiveAndFade("slime_anim_wall_1", true, 1.5f);
 SetPropActiveAndFade("slime_pile_1", true, 1.5f);
 SetPropActiveAndFade("slime_pile_2", true, 1.5f);
 //Effects
 StartScreenShake(0.115, 2.0f, 0.1f,0.3f);
 FadeSepiaColorTo(100.0f, 4.0f);
 FadeRadialBlurTo(0.15f, 6.0f);
 PlaySoundAtEntity("", "guardian_activated.snt", "Player", 0, false);
 //Timer to remove effects
 AddTimer("FadeGone", 3.0f, "GuardianTimer");
 }
 }
				
(This post was last modified: 04-09-2011, 01:36 PM by Dalroc.)
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	| 04-09-2011, 01:36 PM |  |  
	
		| Linus Ågren   Senior Member
 
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			| RE: HasItem problem 
 
				The collidebox STILL won't get triggered o0.
			 
 Creator of The Dark Treasure. |  |  
	| 04-09-2011, 11:25 PM |  |  
	
		| Dalroc   Member
 
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			| RE: HasItem problem 
 
				Could you post the EntityCollideCallback that calls CollideAreaLiving?
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	| 04-09-2011, 11:44 PM |  |  
	
		| Linus Ågren   Senior Member
 
 Posts: 309
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			| RE: HasItem problem 
 
				Sure, here you go:AddEntityCollideCallback("Player", "AreaLiving", "CollideAreaLiving", true, 1);
 
 Creator of The Dark Treasure. |  |  
	| 04-09-2011, 11:57 PM |  |  
	
		| Dalroc   Member
 
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			| RE: HasItem problem 
 
				Spotted the problem (I think). You are destroying the Callback when it's triggered the first time.Set abDeleteOnCollide to false and it should work.. You will have to find another way to remove the Callback only when you have the item. Example would be to use a variable and add a condition to your if conditional to only execute when the player has the key AND when the variable has the right value.
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	| 04-10-2011, 12:12 AM |  |  
	
		| Linus Ågren   Senior Member
 
 Posts: 309
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			| RE: HasItem problem 
 
				YES! It works! I never realized it would be such an easy answer. Thanks a thousand times. I've been trying to figure out why it didn't work for so long!   
 Creator of The Dark Treasure. |  |  
	| 04-22-2011, 01:51 PM |  |  
	
		| Dalroc   Member
 
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 Joined: Mar 2011
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			| RE: HasItem problem [SOLVED] 
 
				Glad I could help!    |  |  
	| 04-22-2011, 03:52 PM |  |  |