09-15-2011, 03:36 AM
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09-15-2011, 03:44 AM
I don't think SetEntityActive() supports wildcards, but you can verify that for me:
Otherwise, the answer to your question is no.
Code:
SetEntityActive("entity_name_*", false);
Otherwise, the answer to your question is no.
09-15-2011, 04:15 AM
Yes, SetEntityActive works for such a thing. You'll just have to rename things in the editor so that the
SetEntityActive("debris_*, false);
matches up.
In case you didn't know, the * indicates that everything prefixed by "debris_" will be subject to this code.
SetEntityActive("debris_*, false);
matches up.
In case you didn't know, the * indicates that everything prefixed by "debris_" will be subject to this code.
09-15-2011, 04:59 AM
(09-15-2011, 04:15 AM)Obliviator27 Wrote: [ -> ]Yes, SetEntityActive works for such a thing. You'll just have to rename things in the editor so that theI'm not sure I understand. So basically, If I rename every one of my book rows into "book_" then using "book_*" will make them all act as "one" deactivatable entity?
SetEntityActive("debris_*, false);
matches up.
In case you didn't know, the * indicates that everything prefixed by "debris_" will be subject to this code.
09-15-2011, 05:07 AM
(09-15-2011, 04:59 AM)Bennick Wrote: [ -> ]I'm not sure I understand. So basically, If I rename every one of my book rows into "book_" then using "book_*" will make them all act as "one" deactivatable entity?Hah, sorry. My explanations seem to suck.
If you have entities in your map, named
Book_1
Book_2
Book_3
When using Book_*, it will cause them all to be subject to your script.
09-15-2011, 07:00 AM
(09-15-2011, 05:07 AM)Obliviator27 Wrote: [ -> ]It's not working for me, can you tell me what I'm doing wrong here? here's the script portion for this function:(09-15-2011, 04:59 AM)Bennick Wrote: [ -> ]I'm not sure I understand. So basically, If I rename every one of my book rows into "book_" then using "book_*" will make them all act as "one" deactivatable entity?Hah, sorry. My explanations seem to suck.
If you have entities in your map, named
Book_1
Book_2
Book_3
When using Book_*, it will cause them all to be subject to your script.
void OnEnter()
{
AddEntityCollideCallback("Player", "prebiblescript", "books", true, 1);
}
void books(string &in asEntity)
{
if (HasItem("letterkey")==true)
{
PlaySoundAtEntity("", "12_girl_scream.snt", "Player", 0, false);
SetEntityActive("book_row02_*", false);
SetEntityActive("book_bible_*", true);
SetEntityActive("biblescript", true);
}
}
09-15-2011, 07:34 AM
Those book row entities are actually static ones so you cant set them to unactive.
09-15-2011, 02:27 PM
(09-15-2011, 07:34 AM)Khyrpa Wrote: [ -> ]Those book row entities are actually static ones so you cant set them to unactive.Is this a case where SetPropActiveandFade or whatever would work?
09-15-2011, 03:00 PM
No function can make those props to disappear. You'd have to create new entites from them that can be disabled with the model editor
09-15-2011, 03:31 PM
(09-15-2011, 03:00 PM)Khyrpa Wrote: [ -> ]No function can make those props to disappear. You'd have to create new entites from them that can be disabled with the model editorHow do I do that?
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