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Reversing collide callback
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Damascus Offline
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Posts: 646
Joined: Mar 2012
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Post: #1
Reversing collide callback

I'm trying to create an EntityCollideback that triggers when something enters OR leaves a script area. I'm trying to test it by having a light turn on or off depending on whether the object is placed there or not.

AddEntityCollideCallback("EarthRock", "EarthArea", "PlaceEarth", false, 1);

void PlaceEarth(string &in asParent, string &in asChild, int alState)
if(alState == 1)
FadeLightTo("PointLight_9", 0.0f, 0.7f, 0.0f, 1.0f, -1, 1);
FadeLightTo("PointLight_9", 0.0f, 0.0f, 0.0f, 1.0f, -1, 1);

For the life of me i can't figure out what's wrong, but the light isn't turning off when I remove the object. I copied the syntax exactly from an area that damaged your sanity if you were standing inside it, which worked perfectly.

Never mind, I naturally solved it myself moments after posting the thread.

(This post was last modified: 03-29-2012 08:32 PM by Damascus.)
03-29-2012 08:30 PM
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Reversing collide callback - Damascus - 03-29-2012 08:30 PM

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