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		| Greven   Member
 
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			| Setting an area active [SOLVED] 
 
				Ok so i wanna set an area active with another area which activates a grunt.Meaning you walk in to one area and that activates a grunt and another area which you will walk into which will set of another grunt, but i dont know what kind of coding i should do to make the area active. Help plz :3
 
 [WIP] Recidivus 
 
				
(This post was last modified: 05-09-2011, 08:59 PM by Greven.)
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	| 05-09-2011, 08:02 PM |  |  
	
		| Khyrpa   Senior Member
 
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			| RE: Setting an area active 
 
				Areas can be done active just like entities:SetEntityActive(string& asName, bool abActive);
 string &in asName = "nameofyourareahere" and bool is true = active false = unactive
 So you can put the collide callback in the OnStart part
 OR
 you could just keep the areas active and when u want the collide to happen.. just add the collide callback in the function that would activate the areas or smthing
 
				
(This post was last modified: 05-09-2011, 08:14 PM by Khyrpa.)
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	| 05-09-2011, 08:12 PM |  |  
	
		| Roenlond   Senior Member
 
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			| RE: Setting an area active 
 
				void OnStart(){
 AddEntityCollideCallback("Player", "ActivateMonster_Area", "ActivateMonster", true, 1); //Callback for first function
 }
 
 void ActivateMonster(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("Monster_1", true); //Activates first monster
 AddEntityCollideCallback("Player", "ActivateMonster_2_Area", "ActivateMonster_2", true, 1); //Adds callback for the second monster
 }
 
 void ActivateMonster_2(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("Monster_2", true); //Activates second monster
 }
That SHOULD work, although I haven't tested it in-game so I might have made mistakes. 
 
Alternatively, you could probably do something like this:
 void OnStart(){
 AddEntityCollideCallback("Player", "ActivateMonster_Area", "ActivateMonster", true, 1); //Callback for first function
 AddEntityCollideCallback("Player", "ActivateMonster_2_Area", "ActivateMonster_2", true, 1); //Adds callback for the second monster
 }
 
 void ActivateMonster(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("Monster_1", true); //Activates first monster
 SetEntityActive("ActivateMonster_2_Area", true); //Activates the area that activates monster 2, it will need to be inactive from start.
 }
 
 void ActivateMonster_2(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("Monster_2", true); //Activates second monster
 }
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	| 05-09-2011, 08:12 PM |  |  
	
		| Khyrpa   Senior Member
 
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			| RE: Setting an area active 
 
				whoa you did the whole scripts
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	| 05-09-2011, 08:16 PM |  |  
	
		| Roenlond   Senior Member
 
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			| RE: Setting an area active 
 
				I consider it easier to learn with examples    No meaning telling someone what to do, if you don't show them how to do it.
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	| 05-09-2011, 08:30 PM |  |  
	
		| Greven   Member
 
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			| RE: Setting an area active 
 
				God dammit, you did such nice explanations and I still got it wrong... Ok so my area's are called Death_1 And Death_2. 
Now this is the scripting: 
void OnStart() 
{ 
AddEntityCollideCallback("Player", "Death_1", "CollideActiveGrunt", true,1); 
AddEntityCollideCallback("Player", "Death_2", "CollideActiveBrute", true,1); 
} 
 void CollideActiveGrunt(string &in asEntity) 
	 { 
	 SetEntityActive("servant_grunt_2", true); 
	 SetEntityActive("Death_2", true); 
	 }
	  
	 void CollideActiveBrute(string &in asEntity) 
	 { 
	 SetEntityActive ("servant_brute_1", true); 
	 }
 
But it doesnt work    spot the problem?
			
 [WIP] Recidivus 
 
				
(This post was last modified: 05-09-2011, 08:45 PM by Greven.)
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	| 05-09-2011, 08:44 PM |  |  
	
		| Khyrpa   Senior Member
 
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			| RE: Setting an area active 
 
				change (string &in asEntity) BOTH OF THEMTO:
 (string &in asParent, string &in asChild, int alState)
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	| 05-09-2011, 08:46 PM |  |  
	
		| Kyle   Posting Freak
 
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			| RE: Setting an area active 
 
				@Greven,
 What is the error report?
 
 If there is none and it is just straight-up broken, then i don't know, maybe the space inbetween "SetEntityActive" and "("servant_brute_1", true);" on the second to last line? I don't think it should be there... :/
 
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	| 05-09-2011, 08:47 PM |  |  
	
		| Greven   Member
 
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			| RE: Setting an area active 
 
				 (05-09-2011, 08:46 PM)Khyrpa Wrote:  change (string &in asEntity) BOTH OF THEMTO:
 (string &in asParent, string &in asChild, int alState)
 
Cheers to you sir!
 
@kyle,
 
 problem solved :3 Mister Khyrpa was too fast    
 [WIP] Recidivus 
 
				
(This post was last modified: 05-09-2011, 08:53 PM by Greven.)
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	| 05-09-2011, 08:51 PM |  |  
	
		| Kyle   Posting Freak
 
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			| RE: Setting an area active [SOLVED] 
 
				Hot damn! XD
			 
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	| 05-09-2011, 09:11 PM |  |  |