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Script Help Offering Script Help
ApeCake Offline
Member

Posts: 116
Threads: 20
Joined: Jun 2012
Reputation: 4
#7
RE: Offering Script Help

You got summer holidays... dangit. I have still one week exams left D:

Anyway, in my very first map (it was a test map) I had some trouble regarding levers. They wouldn't stay up if I pulled them and same story when I pulled them down. I know I can change some part of that in the entity section of the lever - but I still couldn't figure it out. Any advice? I do have the script set out already... copied from the wiki.
void func_shelf(string &in asEntity, int alState)
{
if (alState == 1)
{
AddLocalVarInt("Var1", 1);
func01();
}
}


void func_shelf_1(string &in asEntity, int alState)
{
if (alState == 1)
{
AddLocalVarInt("Var1", 1);
func01();
}
}


void func01()
{
if(GetLocalVarInt("Var1") == 2)
{
SetMoveObjectState("shelf",1.0f);
PlaySoundAtEntity("", "quest_completed.snt", "shelf", 0, false);
}
}

However, here's my REAL question; is there any way of detecting if a lamp is lit or not? In script sense, that is.
06-26-2012, 05:04 PM
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Messages In This Thread
Offering Script Help - by GoranGaming - 06-25-2012, 09:11 PM
RE: Offering Script Help - by MaZiCUT - 06-25-2012, 09:13 PM
RE: Offering Script Help - by GoranGaming - 06-25-2012, 09:14 PM
RE: Offering Script Help - by GoranGaming - 06-25-2012, 11:23 PM
RE: Offering Script Help - by ModestWalrus - 06-25-2012, 11:26 PM
RE: Offering Script Help - by Demondays1 - 06-26-2012, 03:01 AM
RE: Offering Script Help - by ApeCake - 06-26-2012, 05:04 PM
RE: Offering Script Help - by GoranGaming - 06-26-2012, 05:42 PM



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