07-19-2012, 05:51 PM
Long story short, I have planks that need to disappear. I wanted them to die in a sort of, "takes-damage" way, but deactivating them doesn't even work.
I've tried this
I've tried this
Quote:void firstcollapse(string &in asParent, string &in asChild, int alState)and here's how it activates;
{
SetEntityActive("plank01", false);
SetEntityActive("plank02", false);
SetEntityActive("plank03", false);
SetEntityActive("plank04", false);
SetPropActiveAndFade("plank01", false, 0);
SetPropActiveAndFade("plank02", false, 0);
SetPropActiveAndFade("plank03", false, 0);
SetPropActiveAndFade("plank04", false, 0);
}
Quote:SetEntityPlayerInteractCallback("door", "scene", true);
AddEntityCollideCallback("Player", "plankcollapse", "firstcollapse", true, 1);
Quote:void scene(string &in asEntity)Basically, you're on a bridge and go past an area called plankcollapse, but it's deactivated. You interact with a door which causes the area to activate and then when you run through it, it should destroy the planks. SCRIPT, Y U NO? Also, I have tried setting prop health as well; it doesn't work either.
{
SetEntityActive("plankcollapse", true);
}