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Full Version: Chemical mixing?
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Hey,

I just wanted to ask if its possible to put chemicals into your custom stories. Ive tried looking in the original game files but that stuff is just way too hard for me to put into my custom story, not a pro in scripting.

Couldnt find any tutorials on this either. Does anyone know how to do this? Smile
Not very sure if this would work:
Go into editor, make the pot 1 wherever you want it to be, then make pot 2 directly on it and aswell but uncheck "active" so that it wont appear until you tell it to. And then:


"AddUseItemCallback" you would for making a key work on a door:

void OnStart()
{
AddUseItemCallback("", "name of item", "thing to interact", "nameoffunction", true);

}

And then in the function:

void namefunction(string &in asItem, string &in asEntity)
{
SetEntityActive("pot1", false);

SetEntityActive("pot2", true);

}

And then, make it so that the pot2 is required to advance through the door or where ever:

void OnStart()
{
AddUseItemCallback("", "pot2", "door or what ever", "getthrough", true);

}

void getthrough(string &in asItem, string &in asEntity)

{
SetSwingDoorLocked("door", false, true);

}

I don't know if that would work, but its worth a shot.
Ah, that helps a bit, I was actually thinking of something like the acid mixing thing in the original story, but this will do. Thanks!
(10-23-2011, 01:43 PM)blend Wrote: [ -> ]Ah, that helps a bit, I was actually thinking of something like the acid mixing thing in the original story, but this will do. Thanks!
Yeh, i have no idea how that worked in the original story :S
If you want to know how the main game did it just look it up in their .hps. I've seen it, it's confusing.