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Full Version: entity callback Problem
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Hi together i´m from germany so pls don´t worry about my bad english.
My problem is that in my custom story I wanna make a script with a callback that makes some pots explode if i open a cabinet (named Schrank_Vase) and some items appears on a desk.
I looked and all entities are right named, so that´s not the problem.


In addition to that I am really noob in hpl, so i also dunno if the Callbackfunc is the right one. Pls let me know if you see something Wink

Code:
void OnStart()
{
AddEntityCollideCallback("Player", "Schrank_Vase", "Schrank_Func", false, 1);
}
void Schrank_Func(string &in asParent, string &in asEntity)
{
SetPropHealth("pot_explode1", 0);
SetPropHealth("pot_explode2", 0);
SetPropHealth("pot_explode3", 0);
SetEntityActive("Item1", true);
SetEntityActive("Item2", true);
SetEntityActive("Item3", true);
SetEntityActive("Item4", true);
SetEntityActive("Item5", true);
}
Code:
void Schrank_Func(string &in asParent, string &in asChild, int alState)

That should work.
(04-17-2012, 02:17 PM)ClayPigeon Wrote: [ -> ]
Code:
void Schrank_Func(string &in asParent, string &in asChild, int alState)

That should work.
thanks for help, but it doesn´t work...
Oh wait it shouldn't even be a collide callback.
It should be an interaction callback.

SetEntityPlayerInteractCallback("Schrank_Vase", "Schrank_Func", false);

void Schrank_Func(string &in asEntity)
{
SetPropHealth("pot_explode1", 0);
SetPropHealth("pot_explode2", 0);
SetPropHealth("pot_explode3", 0);
SetEntityActive("Item1", true);
SetEntityActive("Item2", true);
SetEntityActive("Item3", true);
SetEntityActive("Item4", true);
SetEntityActive("Item5", true);

}

Thank you veeeeeeeeeery much Big Grin