How do I make a memo appear (or memento or whatever it is called) after I pick up and read through a letter?
How do I make a monster appear after picking up an item such as a key?
Also: How can you make a sound like a monster growling without the monster appearing when you pick up an item?
Thank you!
Study this:
http://wiki.frictionalgames.com/hpl2/amn..._functions
The function you're looking for would be:
Code:
SetEntityPlayerInteractCallback(string& asName, string& asCallback, bool abRemoveOnInteraction);
string& asName would be the name of the object interacted.
string& asCallback would be the name of the function you want to call (Make a monster spawn, play a sound, etc.)
bool abRemoveOnInteraction is either true or false. It's asking if you want to remove the effect of the interaction on the object.
edit:
http://www.youtube.com/watch?v=WfgFEG4TSCE
(10-18-2011, 05:42 AM)Russ Money Wrote: [ -> ]Study this: http://wiki.frictionalgames.com/hpl2/amn..._functions
The function you're looking for would be:
Code:
SetEntityPlayerInteractCallback(string& asName, string& asCallback, bool abRemoveOnInteraction);
string& asName would be the name of the object interacted.
string& asCallback would be the name of the function you want to call (Make a monster spawn, play a sound, etc.)
bool abRemoveOnInteraction is either true or false. It's asking if you want to remove the effect of the interaction on the object.
edit: http://www.youtube.com/watch?v=WfgFEG4TSCE
Are you sure it isn't AddEntityCollideCallback(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates);
No. AddEntityCollide is when 2 things collide. Player or area. Picking up item is picking it up, not colliding with it
.
Code:
void SetEntityCallbackFunc(string& asName, string& asCallback);
Calls a function when the player interacts with a certain entity.
Callback syntax: void MyFunc(string &in asEntity, string &in type)
Type depends on entity type and includes: “OnPickup”, “Break”, “OnIgnite”, etc