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Why wouldn't this script work?
Battlefield3142 Offline
Junior Member

Posts: 13
Threads: 3
Joined: May 2012
Reputation: 0
#10
RE: Why wouldn't this script work?

ok so, my script now looks like this




AddEntityCollideCallback("Player", "popout2", "SetEntityActive", false, 0); //(this is my second collide callback if that means something. But "SetEntityActive" is only used once.)



void SetEntityActive(string &in asParent, string &in asChild, int alState)
{
if(HasItem("scarykey_1") == false) return;
SetEntityActive("jesus", true);
}


I've looked over this like 9 times now, both on the script functions page and feedback from you guys. And Computer, what do you mean SetEntityAcitve has no (string) it does in the functions page.

(05-30-2012, 04:24 AM)Battlefield3142 Wrote: ok so, my script now looks like this




AddEntityCollideCallback("Player", "popout2", "SetEntityActive", false, 0); //(this is my second collide callback if that means something. But "SetEntityActive" is only used once.)



void SetEntityActive(string &in asParent, string &in asChild, int alState)
{
if(HasItem("scarykey_1") == false) return;
SetEntityActive("jesus", true);
}


I've looked over this like 9 times now, both on the script functions page and feedback from you guys. And Computer, what do you mean SetEntityAcitve has no (string) it does in the functions page.
I made a new script box btw called popout2, thats why thats different.
(This post was last modified: 05-30-2012, 04:27 AM by Battlefield3142.)
05-30-2012, 04:24 AM
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RE: Why wouldn't this script work? - by Battlefield3142 - 05-30-2012, 04:24 AM



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