Post your script.
Edit: Is the monster in the level_editor called monster_grunt?
(10-08-2012, 10:35 AM)i3670 Wrote: [ -> ]Post your script.
Edit: Is the monster in the level_editor called monster_grunt?
Here is the script , and yes the grunt is named "monster_ grunt"
void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
(10-08-2012, 11:11 AM)naseem142 Wrote: [ -> ] (10-08-2012, 10:35 AM)i3670 Wrote: [ -> ]Post your script.
Edit: Is the monster in the level_editor called monster_grunt?
Here is the script , and yes the grunt is named "monster_ grunt"
void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
void OnPickup(string &in asEntity, string &in
asType)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
You had the sintax wrong.
(10-08-2012, 11:48 AM)The chaser Wrote: [ -> ] (10-08-2012, 11:11 AM)naseem142 Wrote: [ -> ] (10-08-2012, 10:35 AM)i3670 Wrote: [ -> ]Post your script.
Edit: Is the monster in the level_editor called monster_grunt?
Here is the script , and yes the grunt is named "monster_ grunt"
void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
void OnPickup(string &in asEntity, string &in asType)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
You had the sintax wrong.
Still doesn't work.
am i suppose to do anything with entity options?
No, you don't need to do anything with these.
Code:
void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
Weird. Maybe if you copy-paste the script it works. I was wrong with the syntax, it was "string &in type".
But, in the CallbackFunc, in the level editor, put "OnPickup". If I'm not wrong, when you put the mouse there, it says something about OnPickup, OnIgnite, Break. I think.
(10-08-2012, 01:21 PM)The chaser Wrote: [ -> ]No, you don't need to do anything with these.
Code:
void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
Weird. Maybe if you copy-paste the script it works. I was wrong with the syntax, it was "string &in type".
But, in the CallbackFunc, in the level editor, put "OnPickup". If I'm not wrong, when you put the mouse there, it says something about OnPickup, OnIgnite, Break. I think.
It worked now , thanks i don't know how but i think your new code did it