Looping a "if statement" - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Looping a "if statement" (/thread-13134.html) |
Looping a "if statement" - Ninami - 02-06-2012 Hey so I want to loop a if statement. The reason: When the player collides with a Area I want the "if loop" to start and always check if the door is closed. When it closes (And believe me, it will get closed) some stuff will happen. But since I haven't done a loop, it only checks it once and it's not possible to have the door closed at that time, so I need a loop. Here's how far I've gotten: void Area_If(string &in asParent, string &in asChild, int alState) { if (GetSwingDoorClosed("Door_2") == true) { SetEntityActive("Monster_1", false); SetMessage("Messages", "Text_2", 3); } else() { } } So when player enters Area_If, the "if statement" begins, but what do I write in the "else" statement in order to make it loop? Appreciate any help! RE: Looping a "if statement" - Your Computer - 02-06-2012 Technically, a while loop is a looping "if" statement. But since a while loop that loops on to infinity will prevent the game from functioning, you should use timers. RE: Looping a "if statement" - Ninami - 02-06-2012 Oh my gooooooood, why didn't I think of timers!??! Tyyyy! Works perfect! +rep |