(12-07-2012, 03:09 PM)Mr. Wake Wrote: (12-07-2012, 02:24 AM)dnalange Wrote: AddEntityCollideCallback("Player", "LoftArea", "collideLoftArea", true, 1);
void collideLoftArea(string &in asParent, string &in asChild, int alState)
{
if(HasItem("LoftKey"))
{
ChangeMap("Attic.map", "StartArea_1", "unlock_door.snt", "close_door.ogg");
}
}
THAT part isn't working...
I don't know why that isn't working as it seems to work for me everytime. I updated it with what you said so hopefully it works now.
And yes that would have been easier but at the time I didn't realise you could set areas active/inactive.
Thanks for the feedback and let me know if there are any other problems
It'ss fine!
I am going to check your story now...
yesterday it was getting a bit late
Brb with some info.