Facebook Twitter YouTube Frictional Games | Forum | Newsletter | Dev Blog | Dev Wiki | Support | Shelf | Store

Privacy Policy


Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
2 keys script
Author Message
BeeKayK Offline
Posting Freak

Posts: 1,933
Joined: Mar 2012
Reputation: 73
Post: #11
RE: 2 keys script
I lost it as i edited, i got another idea and deleted it... but ill try again then... thanks anyway for helping me Smile

What happens when two mind readers read each others mind?
Do they get... mindblown? BADAM TSH!
(This post was last modified: 03-10-2012 04:54 PM by BeeKayK.)
03-10-2012 03:23 PM
Find all posts by this user Quote this message in a reply
DaAinGame Offline
Member

Posts: 91
Joined: Mar 2012
Reputation: 4
Post: #12
RE: 2 keys script
(03-10-2012 01:33 PM)flamez3 Wrote:  void OnStart()
{
SetEntityPlayerInteractCallback("notename", "MonsterSpawm", true);
}

void MonsterSpawn(string &in asEntity)
{
SetEntityActive("monstername", true);
}
If you used pasted this without changing anything in it other then the note name I see what might've been wrong.

SetEntityPlayerInteractCallback("notename", "MonsterSpawm", true);

MonsterSpawm > MonsterSpawn.

That should make the void MonsterSpawn(string &in asEntity) work correctly.

If it still doesn't work, try MonsterSpawn(string &in item)
Anyone who may say that is incorrect, it works for me just fine.
void spawn_func(string &in item)
{
SetEntityActive("servant_grunt_1", true);
}

That works perfectly for me.

Realm Of Another Chapter 1: http://www.frictionalgames.com/forum/thread-14142.html
Realm Of Another Chapter 2: Postponed
Adder Halls: 5%
03-10-2012 08:28 PM
Find all posts by this user Quote this message in a reply
Post Reply 




User(s) browsing this thread: 1 Guest(s)