(09-18-2010, 10:20 AM)Deruu Wrote: [ -> ]Code:
void CollideGruntDoorTrigger1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("GruntTrigger1", true);
AddEntityCollideCallback("Player", "GruntTrigger1", "ReplaceMe", true, 1);
SetEntityActive("CloseDoorTrigger1", true);
AddEntityCollideCallback("Player", "CloseDoorTrigger1", "ReplaceMe", true, 1);
}
Ah true, you must set up the collide callback in order for the SetEntityActive to work. I just assumed that was already done
Thanks Deruu
Oh i see, that makes sense, thanks for all your responses, guys! I'll see if it works
I think it's easier when you put the trigger areas active in the editor and just do
Code:
void CollideGruntDoorTrigger1(string &in asParent, string &in asChild, int alState)
{
AddEntityCollideCallback("Player", "GruntTrigger1", "ReplaceMe", true, 1);
AddEntityCollideCallback("Player", "CloseDoorTrigger1", "ReplaceMe", true, 1);
}
Just make sure you do not put those two AddEntityCollideCallbacks in OnStart()
(09-18-2010, 11:05 PM)Pandemoneus Wrote: [ -> ]I think it's easier when you put the trigger areas active in the editor and just do
Code:
void CollideGruntDoorTrigger1(string &in asParent, string &in asChild, int alState)
{
AddEntityCollideCallback("Player", "GruntTrigger1", "ReplaceMe", true, 1);
AddEntityCollideCallback("Player", "CloseDoorTrigger1", "ReplaceMe", true, 1);
}
Just make sure you do not put those two AddEntityCollideCallbacks in OnStart()
That makes even more sense, I'll do that, thanks!