Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Checking if the player is NOT inside an area?
ClayPigeon Offline
Member

Posts: 214
Threads: 13
Joined: Mar 2012
Reputation: 8
#8
RE: Checking if the player is NOT inside an area?

(04-12-2012, 07:48 PM)DRedshot Wrote:
(04-12-2012, 06:55 PM)ClayPigeon Wrote: Oh I haven't noticed the part on OnStart, silly me!
I'll check the second method for you mate Smile
Thanks for the help!
Your Welcome, I just realised something though. What happens if the player throws the object from inside the area? Or manages to reach in and hit it from outside the area?

Maybe a better way to do this would be like this:

void OnStart{ AddEntityCollideCallback(Stuff-Goes-Here!); }

void itemCollidesEntity(string &in asItem , string &in asEntity , int alState) {
if( GetPropIsInteractedWith(asItem) && (mon_health > 0) ){
// Player Swung item at Entity
}
else if(mon_health > 0){
// Player Threw item at Entity
}
}

Just a suggestion Tongue

Interesting, thanks for the suggestion!
By the way, the second method does not work, I got the feeling that GetEntitiesCollide is not really into areas.

Quote:I would be more interested in what happens when the condition is met than the condition itself. Just from the condition itself, i feel this can be accomplished without the need of compensating through scripting.


What do you mean? Elaborate or demonstrate please.
04-12-2012, 08:50 PM
Find


Messages In This Thread
RE: Checking if the player is NOT inside an area? - by ClayPigeon - 04-12-2012, 08:50 PM



Users browsing this thread: 1 Guest(s)