| 
		
	
		| Homicide13   Senior Member
 
 Posts: 323
 Threads: 41
 Joined: Nov 2010
 Reputation: 
14
 | 
			| Death with inventory item. 
 
				When a player dies, I want to remove an item from their inventory and re-place it back where it belongs in the level.  However, resetting the prop just gives it to their inventory, and I can't figure out how to do what I want to do with it.(and yes, I have the whole checkpoint/call a function script correct.  I just don't know how to deal with this one reset)
 
 Help would be much appreciated ^^
 
 |  |  
	| 08-22-2011, 03:50 PM |  |  
	
		| Tanshaydar   From Beyond
 
 Posts: 3,085
 Threads: 17
 Joined: Mar 2009
 Reputation: 
67
 | 
			| RE: Death with inventory item. 
 
				RemoveItemCreateEntityAtArea
 
 These two function will do it for you.
 
 |  |  
	| 08-22-2011, 03:58 PM |  |  
	
		| Kyle   Posting Freak
 
 Posts: 911
 Threads: 36
 Joined: Sep 2010
 Reputation: 
7
 | 
			| RE: Death with inventory item. 
 
				Perhaps something like this? void OnStart(){
 if (GetPlayerHealth() <= 0)
 {
 RemoveItem("ItemName");
 SetEntityActive("ItemName");
 }
 }
It might work if you try it like this.
 
Whoops, Tanshaydar is right. I shouldn't use SetEntityActive because the player can move the object with another entity.   
 
				
(This post was last modified: 08-22-2011, 04:00 PM by Kyle.)
 |  |  
	| 08-22-2011, 03:58 PM |  |  
	
		| Homicide13   Senior Member
 
 Posts: 323
 Threads: 41
 Joined: Nov 2010
 Reputation: 
14
 | 
			| RE: Death with inventory item. 
 
				This works...except the new item doesn't have a CustomSubItemTypeName, so it doesn't display any information in the inventory :/  I can't find a command that will change this on an item.
 Also, is there a way to check if an entity is in somebody's inventory? I assume there would be, but all I can find is bool GetEntityExists(string& asName);, which would just return true either way.
 
 
				
(This post was last modified: 08-22-2011, 06:36 PM by Homicide13.)
 |  |  
	| 08-22-2011, 06:27 PM |  |  
	
		| Kyle   Posting Freak
 
 Posts: 911
 Threads: 36
 Joined: Sep 2010
 Reputation: 
7
 | 
			| RE: Death with inventory item. 
 
				 (08-22-2011, 06:27 PM)Homicide13 Wrote:  This works...except the new item doesn't have a CustomSubItemTypeName, so it doesn't display any information in the inventory :/  I can't find a command that will change this on an item.
 Also, is there a way to check if an entity is in somebody's inventory? I assume there would be, but all I can find is bool GetEntityExists(string& asName);, which would just return true either way.
 
You just add a local variable that's attached to a SetEntityPlayerInteractCallback. Like so:
 void OnStart(){
 SetLocalVarInt("Var01", 0);
 SetEntityPlayerInteractCallback("ItemName", "Func01", false);
 if ((GetPlayerHealth() <= 0) && (GetLocalVarInt("Var01") == 1))
 {
 RemoveItem("ItemName");
 SetEntityActive("ItemName", true); //Or change this to make it work with CreateEntityAtArea.
 }
 }
 void Func01(string &in asEntity)
 {
 SetLocalVarInt("Var01", 1);
 }
 
 
				
(This post was last modified: 08-22-2011, 06:44 PM by Kyle.)
 |  |  
	| 08-22-2011, 06:41 PM |  |  
	
		| Homicide13   Senior Member
 
 Posts: 323
 Threads: 41
 Joined: Nov 2010
 Reputation: 
14
 | 
			| RE: Death with inventory item. 
 
				I tried SetEntityActive, it didn't work :/  I don't know why
			 
 |  |  
	| 08-22-2011, 08:17 PM |  |  
	
		| Kyle   Posting Freak
 
 Posts: 911
 Threads: 36
 Joined: Sep 2010
 Reputation: 
7
 | 
			| RE: Death with inventory item. 
 
				 (08-22-2011, 08:17 PM)Homicide13 Wrote:  I tried SetEntityActive, it didn't work :/  I don't know why 
Of course it wouldn't work, that's what I said.
			 
 |  |  
	| 08-22-2011, 08:44 PM |  |  
	
		| Homicide13   Senior Member
 
 Posts: 323
 Threads: 41
 Joined: Nov 2010
 Reputation: 
14
 | 
			| RE: Death with inventory item. 
 
				er - then why did you suggest I use a local var? T_T EDIT: Oh right, to see if it's in the inventory.  I normally think of stuff like that. >.<
 haha I have this map completely finished except for this one bug D:
 
 
				
(This post was last modified: 08-22-2011, 09:09 PM by Homicide13.)
 |  |  
	| 08-22-2011, 08:55 PM |  |  |