Hi there, I am currently working on a custom story that is in it's second month of development. YouTube tutorials and the Frictional Games scipting wiki are what I use the most. However, I could not find a tutorial for adding a memento whenever the player interacts with a locked door. If it's not too much trouble I was wondering what function I would use. It's for a locked level door. Any help will be appreciated.
1. click on the door you wanna add a memento on
2. Click on the entity tab
3. Where it says "PlayerInteractCallback" write "memento" in there without the quotes.
3 Open the hps file
4. Do
PHP Code:
void memento(string &in asEntity)
{
AddQuest("", "ENTRYOFQUEST");
}
All done :p
PS: You posted this on the wrong section
(09-20-2014, 07:43 PM)Mr. Badcatz Wrote: [ -> ]1. click on the door you wanna add a memento on
2. Click on the entity tab
3. Where it says "PlayerInteractCallback" write "memento" in there without the quotes.
3 Open the hps file
4. Do PHP Code:
void memento(string &in asEntity)
{
AddQuest("", "ENTRYOFQUEST");
}
All done :p
PS: You posted this on the wrong section
Wow, thank you so much. I can't believe I forgot the door's callback function lol. This will definitely help out in the future.
P.S - Where should I have posted this?
(09-21-2014, 01:14 AM)Carlos2295 Wrote: [ -> ] (09-20-2014, 07:43 PM)Mr. Badcatz Wrote: [ -> ]1. click on the door you wanna add a memento on
2. Click on the entity tab
3. Where it says "PlayerInteractCallback" write "memento" in there without the quotes.
3 Open the hps file
4. Do PHP Code:
void memento(string &in asEntity)
{
AddQuest("", "ENTRYOFQUEST");
}
All done :p
PS: You posted this on the wrong section
Wow, thank you so much. I can't believe I forgot the door's callback function lol. This will definitely help out in the future.
P.S - Where should I have posted this?
Development Support is the right place to post issues like these.
Here's a link:
http://www.frictionalgames.com/forum/forum-39.html
Also, that is not just the door's callback function. It's an interact function.
That entity-tab should be in almost any entity, making it possible to call a function by interacting with the entity.
It will always be:
void Function(string &in asEntity)
{
Something
}