BeeKayK
Posting Freak
Posts: 1,940
Joined: Mar 2012
Reputation: 75
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"if" scripting
I have a problem with the if scripting...
My idea is that a room is patroled by a monster, but to keep the monstermusic from being played all the time, the monster only spawns when you touch the door. Then after a few minutes it goes inactive again because it is has no more pathnodes.
Now, when you pick up a note that says you have to go to the other side of the patroled room, the monster will be gone.
Here is my script:
void OnStart()
{
SetEntityPlayerInteractCallback("door_teacher1", "OnInteract1", false);
}
void OnInteract1(string &in asEntity)
{
if(HasItem("note3") == true)
{
}
else
SetEntityActive("monster_teacher1", true);
AddEnemyPatrolNode("monster_teacher1", "PathNodeArea_1", 1, "");
AddEnemyPatrolNode("monster_teacher1", "PathNodeArea_2", 1, "");
}
The problem is that the monster spawns even though i've got the note
What happens when two mind readers read each others mind?
Do they get... mindblown? BADAM TSH!
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| 03-15-2012 06:47 PM |
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ClayPigeon
Member
Posts: 152
Joined: Mar 2012
Reputation: 6
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RE: "if" scripting
Try this:
if(HasItem("note3") == true)
{
SetEntityActive("monster_teacher1", false);
}
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| 03-15-2012 06:56 PM |
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SilentStriker
Posting Freak
Posts: 939
Joined: Jul 2011
Reputation: 39
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RE: "if" scripting
More like
if(HasItem("note3"))
because the == true makes it if true then true
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| 03-15-2012 07:04 PM |
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BeeKayK
Posting Freak
Posts: 1,940
Joined: Mar 2012
Reputation: 75
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RE: "if" scripting
Nope still didnt... work...
I guess the script is setup so no matter what, it will run the script beneath "else" because the upper { and the lover } is connected. Then if i has the note it will first set the monster inactive, then set it active... i might try to do this with an area instead because the door will be buggy...
I guess i can just make the area go inactive then?
What happens when two mind readers read each others mind?
Do they get... mindblown? BADAM TSH!
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| 03-15-2012 07:12 PM |
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SilentStriker
Posting Freak
Posts: 939
Joined: Jul 2011
Reputation: 39
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RE: "if" scripting
Does it give you errors or is it just not working?
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| 03-15-2012 07:14 PM |
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Your Computer
SCAN ME!
Posts: 3,236
Joined: Jul 2011
Reputation: 216
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RE: "if" scripting
If it always yields to else, then it is safe to conclude that HasItem cannot be used to determine whether the player has a specific note.
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| 03-15-2012 07:21 PM |
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BeeKayK
Posting Freak
Posts: 1,940
Joined: Mar 2012
Reputation: 75
|
RE: "if" scripting
It works fine except the monster is still there
What happens when two mind readers read each others mind?
Do they get... mindblown? BADAM TSH!
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| 03-15-2012 07:24 PM |
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