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SetEntityPlayerLookAtCallback?? - Tripication - 01-10-2012 ok, how does this work. If i were to have a player open the door and look at an object, how would i get the void for it?? this is what i have so far... void OnStart() { SetEntityPlayerLookAtCallback("Tablescare", "TableScare", false); } void TableScare(string &in asEntity, int alState) { } Im not sure if its right, now I want it so that when the player opens the door, and sees the StoneTable, i want him to freak out, then add a timer of 2 or 3 seconds, then force look at the door behind him, that is being bashed down by a grunt. Now i know how to forcelook, give sanity damage and add timers and all that biz. But how would the script know what entity i have to look at out of this? SetEntityPlayerLookAtCallback(string& asName, string& asCallback, bool abRemoveWhenLookedAt);
Plese help, this is driving me insane...
RE: SetEntityPlayerLookAtCallback?? - Your Computer - 01-10-2012 (01-10-2012, 11:19 AM)Tripication Wrote: But how would the script know what entity i have to look at out of this? By the first parameter, which is the name of the entity. RE: SetEntityPlayerLookAtCallback?? - flamez3 - 01-10-2012 EDIT: Didn't read it right RE: SetEntityPlayerLookAtCallback?? - Tripication - 01-10-2012 (01-10-2012, 11:23 AM)Your Computer Wrote:Ohh really, i thought that meant Internal name. Thanks for the clear up(01-10-2012, 11:19 AM)Tripication Wrote: But how would the script know what entity i have to look at out of this? RE: SetEntityPlayerLookAtCallback?? - Your Computer - 01-10-2012 (01-10-2012, 11:41 AM)Tripication Wrote: Ohh really, i thought that meant Internal name. Thanks for the clear up There are a few things on that wiki article that needs updating. (I don't edit that page because the wiki editor is a bit buggy.) |