04-01-2012, 04:53 AM
04-01-2012, 04:58 AM
void OnStart()
{
AddUseItemCallback("", "acid", "padlock_01", BreakPadlock, true);
}
void BreakPadlock(string &in asItem, string &in asEntity)
{
SetPropHealth("padlock_01", 0.0f);
}
Change names accordingly
{
AddUseItemCallback("", "acid", "padlock_01", BreakPadlock, true);
}
void BreakPadlock(string &in asItem, string &in asEntity)
{
SetPropHealth("padlock_01", 0.0f);
}
Change names accordingly
04-01-2012, 05:25 AM
(04-01-2012, 04:58 AM)flamez3 Wrote: [ -> ]void OnStart()AddUseItemCallback("", "glass_container_mix_done_1", "padlock_1", "BreakPadlock", true);
{
AddUseItemCallback("", "acid", "padlock_01", BreakPadlock, true);
}
void BreakPadlock(string &in asItem, string &in asEntity)
{
SetPropHealth("padlock_01", 0.0f);
}
Change names accordingly
}
void BreakPadlock(string &in asItem, string &in asEntity)
{
SetPropHealth("padlock_1", 0.0f);
}
cant use item this way? names in level editor are def the same
04-01-2012, 06:12 AM
Do you have .map_cache?
04-01-2012, 08:49 AM
(04-01-2012, 06:12 AM)flamez3 Wrote: [ -> ]Do you have .map_cache?
yea dont worry i figured out how to do it