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names problem
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rojkish Offline
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Posts: 45
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Post: #11
RE: names problem

replace the "true" in this line with "false";

"SetEntityPlayerInteractCallback("mansion_1", "Message", true);"
06-24-2011 03:50 PM
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WatzUpzPeepz Offline
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Post: #12
RE: names problem

(06-24-2011 03:50 PM)rojkish Wrote:  replace the "true" in this line with "false";

"SetEntityPlayerInteractCallback("mansion_1", "Message", true);"

Don't because it means the message will show every time you interact with the door and if you want a quest to be added it will add the same quest every time.

06-24-2011 04:29 PM
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rojkish Offline
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Post: #13
RE: names problem

If you want the message displayed everytime you interact with the door just do two functions instead then, adding loads of quests ain't a good idea
06-24-2011 04:35 PM
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xtron Offline
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Posts: 402
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Post: #14
RE: names problem

Well I got it working ^^ thanks for the help.

[Image: 44917299.jpg]Dubstep <3
06-24-2011 04:46 PM
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WatzUpzPeepz Offline
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Post: #15
RE: names problem

Omg sorry I was stupid my mistake lol.

06-24-2011 05:58 PM
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rojkish Offline
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Post: #16
RE: names problem

(06-24-2011 05:58 PM)WatzUpzPeepz Wrote:  Omg sorry I was stupid my mistake lol.

Oh nono, I probably wrote that weird, what I mean was more like; "oh right, it will add moar quests if you do dat, so... Instead of making that one false do two functions, because adding many quests aren't a good idea."

So you were right!
06-24-2011 07:00 PM
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xtron Offline
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Posts: 402
Joined: May 2011
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Post: #17
RE: names problem

o.O anyways...it works using

"SetEntityPlayerInteractCallback("mansion_1", "Message", false);"


thanks both of yah Tongue

[Image: 44917299.jpg]Dubstep <3
06-24-2011 11:57 PM
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