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Removing Wrong Key From Inventory
Dark88 Offline
Junior Member

Posts: 48
Threads: 6
Joined: Dec 2010
Reputation: 0
#4
RE: Removing Wrong Key From Inventory

Hmmm I'll do some experimentation and I have an idea how to get it to remove the key once its used I'll try them out on my test map and see if I can't figure something out.

Edit: Alright this is what I was able to come up with.
void OnStart()
{
    AddUseItemCallback("", "Right", "Castle", "UsedRightKeyOnDoor", true);
    AddUseItemCallback("", "Wrong_1", "Castle", "UsedWrongKeyOnDoor", false);
    AddUseItemCallback("", "Wrong_2", "Castle", "UsedWrongKeyOnDoor", false);
    AddUseItemCallback("", "Wrong_3", "Castle", "UsedWrongKeyOnDoor", false);
    AddUseItemCallback("", "Wrong_4", "Castle", "UsedWrongKeyOnDoor", false);
    AddUseItemCallback("", "Wrong_5", "Castle", "UsedWrongKeyOnDoor", false);
}

void UsedRightKeyOnDoor (string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("Castle", false, true);
    RemoveItem("Right");
    RemoveItem("Wrong_1");
    RemoveItem("Wrong_2");
    RemoveItem("Wrong_3");
    RemoveItem("Wrong_4");
    RemoveItem("Wrong_5");
    AddDebugMessage("Works", false);
}

void UsedWrongKeyOnDoor (string &in asItem, string &in asEntity)
{
    AddDebugMessage("Fail", false);
    if (asItem == "Wrong_1")
    {
        RemoveItem("Wrong_1");
        AddDebugMessage("Key should be gone", false);
    }
    if (asItem == "Wrong_2")
    {
        RemoveItem("Wrong_2");
        AddDebugMessage("Key should be gone", false);
    }
    if (asItem == "Wrong_3")
    {
        RemoveItem("Wrong_3");
        AddDebugMessage("Key should be gone", false);
    }
    if (asItem == "Wrong_4")
    {
        RemoveItem("Wrong_4");
        AddDebugMessage("Key should be gone", false);
    }
    if (asItem == "Wrong_5")
    {
        RemoveItem("Wrong_5");
        AddDebugMessage("Key should be gone", false);
    }
}

Alright using this I was able to kind of get what you seem to be describing obviously changing and adding other things as necessary. Still requires a bunch of lines of code but it only uses 2 functions which is better than having 5 similar functions wasting space. It does require you to still create an AddUseItemCallback for each key but that's just copy and paste and a number change.
(This post was last modified: 12-23-2010, 10:13 PM by Dark88.)
12-23-2010, 09:29 PM
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Messages In This Thread
RE: Removing Wrong Key From Inventory - by Dark88 - 12-23-2010, 05:05 PM
RE: Removing Wrong Key From Inventory - by Dark88 - 12-23-2010, 09:29 PM



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