(05-29-2011 02:01 PM)X4anco Wrote: Thank-you but DAMN it 's hard to understand. Could you break it down please?
Player collides with ScriptArea_1.
AddEntityCollideCallback("Player", "ScriptArea_1", "Func01", true, 1);
The Player Is now starting to look at ScriptArea_2 once the Player does collide with ScriptArea_1.
StartPlayerLookAt("ScriptArea_2", 2, 2, "");
3 timers are added, each going to the same function (Func02) carrying the information of the timer (T1, T2, T3). Once the timer runs out of time, the function is called for that one individual timer.
So when timer "T1" runs out of time, function "Func02" is called and it carries over the timer information represented by "Func02(string &in asTimer)".
Since "T1" is a string, a "line" of letters, x will equal it. So instead of saying "if (asTimer == "T1")" It will be saying "if(x == "T1")".
The player stops looking at ScriptArea_2. Then the next timer runs out of time (T2). Then it makes the player look at ScriptArea_3. When the last timer runs out of time (T3), the player stops looking at ScriptArea_3.
Is that good enough?