Like the title says, How do I make a lever that removes an entity?
Fast replies are much appreciated!
Thanks!
please someone?
Im jusing it so i can remove knights that's blocking a way. so when you pull the lever they will disappear.
Anyone?
(10-04-2011, 05:09 PM)schmupper Wrote: [ -> ]Code:
void OnStart()
{
SetEntityConnectionStateChangeCallback("LeverName", "Function");
}
void OnEnter()
{
}
void Function(string &in asEntity, int alState)
{
if (alState == 1)
{
SetEntityActive("EntityName", false);
return;
}
void OnLeave()
{
}
That should work.
Thank you! it works now. but you forgot a "}" for ending the function. just sayin!
(10-04-2011, 05:25 PM)oscar1007 Wrote: [ -> ] (10-04-2011, 05:09 PM)schmupper Wrote: [ -> ]Code:
void OnStart()
{
SetEntityConnectionStateChangeCallback("LeverName", "Function");
}
void OnEnter()
{
}
void Function(string &in asEntity, int alState)
{
if (alState == 1)
{
SetEntityActive("EntityName", false);
return;
}
void OnLeave()
{
}
That should work.
Thank you! it works now. but you forgot a "}" for ending the function. just sayin!
Great!
Ah Ctrl+C/Ctrl+V can be your worst enemy in this business
(10-04-2011, 05:31 PM)schmupper Wrote: [ -> ] (10-04-2011, 05:25 PM)oscar1007 Wrote: [ -> ] (10-04-2011, 05:09 PM)schmupper Wrote: [ -> ]Code:
void OnStart()
{
SetEntityConnectionStateChangeCallback("LeverName", "Function");
}
void OnEnter()
{
}
void Function(string &in asEntity, int alState)
{
if (alState == 1)
{
SetEntityActive("EntityName", false);
return;
}
void OnLeave()
{
}
That should work.
Thank you! it works now. but you forgot a "}" for ending the function. just sayin!
Great!
Ah Ctrl+C/Ctrl+V can be your worst enemy in this business
And btw, how do i make that blue shiny thing the comes up at the screen when you etc. use sanity potion? thanks again!
(10-04-2011, 05:49 PM)oscar1007 Wrote: [ -> ]And btw, how do i make that blue shiny thing the comes up at the screen when you etc. use sanity potion? thanks again!
No idea
I always thought that occured by itself?
But if you just mean the very effect... well I guess you should find it in the wiki if it exist
http://wiki.frictionalgames.com/hpl2/amn...en_effects
Code:
void GiveSanityBoost(); void GiveSanityBoostSmall();
Perhaps one of these?