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An area that triggers another area to become active? - Printable Version

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+---- Thread: An area that triggers another area to become active? (/thread-17270.html)



An area that triggers another area to become active? - HeadyBoy - 07-26-2012

Alright, for a jump scare in my custom story (I know they're cheap and whatnot) but in order for that jump scare to work, the player must walk somewhere and pass through a script area, but nothing should happen.

However, when he reaches his destination he is required to go back, and when goes back and passes through the script area again, but this time his jump scare happens..

So what I want to know is how can I get an area script to make a DIFFERENT area script to become active.


RE: An area that triggers another area to become active? - drunkmonk - 07-26-2012

You can do this by using a SetEntityActive, do everything you would normally do for an AddEntityCollideCallback and use the SetEntityActive to activate the jumpscare area, just make sure you have the jumpscare area set to inactive in the level editor.


RE: An area that triggers another area to become active? - HeadyBoy - 07-26-2012

(07-26-2012, 02:00 AM)drunkmonk Wrote: You can do this by using a SetEntityActive, do everything you would normally do for an AddEntityCollideCallback and use the SetEntityActive to activate the jumpscare area, just make sure you have the jumpscare area set to inactive in the level editor.
Thankyou very much ^^