Reversing collide callback - 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: Reversing collide callback (/thread-14339.html) |
Reversing collide callback - Damascus - 03-29-2012 I'm trying to create an EntityCollideback that triggers when something enters OR leaves a script area. I'm trying to test it by having a light turn on or off depending on whether the object is placed there or not. AddEntityCollideCallback("EarthRock", "EarthArea", "PlaceEarth", false, 1); void PlaceEarth(string &in asParent, string &in asChild, int alState) { if(alState == 1) { FadeLightTo("PointLight_9", 0.0f, 0.7f, 0.0f, 1.0f, -1, 1); } else { FadeLightTo("PointLight_9", 0.0f, 0.0f, 0.0f, 1.0f, -1, 1); } } For the life of me i can't figure out what's wrong, but the light isn't turning off when I remove the object. I copied the syntax exactly from an area that damaged your sanity if you were standing inside it, which worked perfectly. Never mind, I naturally solved it myself moments after posting the thread. |