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On Pickup help
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house Offline
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Posts: 195
Joined: Oct 2010
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Post: #1
On Pickup help

Hello. I want to make something in my level that when you pick up a lantern, a locked door blocking the path is unlocked. Like in the second level of Amnesia. You cannot continue until you pick up the lantern. Can someone help me?
10-22-2010 03:19 PM
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ThePaSch Offline
Member

Posts: 108
Joined: Sep 2010
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Post: #2
RE: On Pickup help

(10-22-2010 03:19 PM)house Wrote:  Hello. I want to make something in my level that when you pick up a lantern, a locked door blocking the path is unlocked. Like in the second level of Amnesia. You cannot continue until you pick up the lantern. Can someone help me?

In the lantern's Entity properties, type (for example) "PickLanternUnlockDoor" (without the quotes) into the "CallbackFunc" field.
Then, in your mapname.hps file, do something like this:
void PickLanternUnlockDoor(string &in EntityName, string &in Type)
{
if(Type == "OnPickup") {
SetSwingDoorLocked("door_name", false, true);
}
}
Of course you have to replace door_name with the entity name of your door.
10-22-2010 03:25 PM
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house Offline
Member

Posts: 195
Joined: Oct 2010
Reputation: 1
Post: #3
RE: On Pickup help

(10-22-2010 03:25 PM)ThePaSch Wrote:  
(10-22-2010 03:19 PM)house Wrote:  Hello. I want to make something in my level that when you pick up a lantern, a locked door blocking the path is unlocked. Like in the second level of Amnesia. You cannot continue until you pick up the lantern. Can someone help me?

In the lantern's Entity properties, type (for example) "PickLanternUnlockDoor" (without the quotes) into the "CallbackFunc" field.
Then, in your mapname.hps file, do something like this:
void PickLanternUnlockDoor(string &in EntityName, string &in Type)
{
if(Type == "OnPickup") {
SetSwingDoorLocked("door_name", false, true);
}
}
Of course you have to replace door_name with the entity name of your door.

Thank you! It works now! Thank you a lot!
10-22-2010 06:56 PM
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Hyperoom Offline
Junior Member

Posts: 5
Joined: May 2017
Reputation: 0
Post: #4
RE: On Pickup help

(10-22-2010 03:25 PM)ThePaSch Wrote:  
(10-22-2010 03:19 PM)house Wrote:  Hello. I want to make something in my level that when you pick up a lantern, a locked door blocking the path is unlocked. Like in the second level of Amnesia. You cannot continue until you pick up the lantern. Can someone help me?

In the lantern's Entity properties, type (for example) "PickLanternUnlockDoor" (without the quotes) into the "CallbackFunc" field.
Then, in your mapname.hps file, do something like this:
void PickLanternUnlockDoor(string &in EntityName, string &in Type)
{
if(Type == "OnPickup") {
SetSwingDoorLocked("door_name", false, true);
}
}
Of course you have to replace door_name with the entity name of your door.
Did I do something wrong since the whole game crashes when I try to start the custom story?
(This post was last modified: 06-20-2017 02:43 PM by Hyperoom.)
06-20-2017 02:41 PM
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Romulator Offline
G'day mate! :3

Posts: 3,458
Joined: Jan 2013
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Post: #5
RE: On Pickup help

(06-20-2017 02:41 PM)Hyperoom Wrote:  Did I do something wrong since the whole game crashes when I try to start the custom story?

Hello there Hyperoom. If you have a look at the timecode of the post you have replied to, you should notice that that post was from 2010. The users who have posted this thread have moved on, and are unlikely to help you with you problems.

It is recommended you start a new thread in the Development Support subforum, outlining your problem and, if possible, the script which may be causing problems.

Closing this thread.

Discord: Romulator#4942
06-20-2017 03:39 PM
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