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Mass Houdini
Bennick Offline
Member

Posts: 77
Threads: 27
Joined: Apr 2011
Reputation: 0
#4
RE: Mass Houdini

(09-15-2011, 04:15 AM)Obliviator27 Wrote: Yes, SetEntityActive works for such a thing. You'll just have to rename things in the editor so that the
SetEntityActive("debris_*, false);
matches up.

In case you didn't know, the * indicates that everything prefixed by "debris_" will be subject to this code.
I'm not sure I understand. So basically, If I rename every one of my book rows into "book_" then using "book_*" will make them all act as "one" deactivatable entity?

Fratricide (title not finalized): 2/7 maps. :D
09-15-2011, 04:59 AM
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Messages In This Thread
Mass Houdini - by Bennick - 09-15-2011, 03:36 AM
RE: Mass Houdini - by Your Computer - 09-15-2011, 03:44 AM
RE: Mass Houdini - by Obliviator27 - 09-15-2011, 04:15 AM
RE: Mass Houdini - by Bennick - 09-15-2011, 04:59 AM
RE: Mass Houdini - by Obliviator27 - 09-15-2011, 05:07 AM
RE: Mass Houdini - by Bennick - 09-15-2011, 07:00 AM
RE: Mass Houdini - by Khyrpa - 09-15-2011, 07:34 AM
RE: Mass Houdini - by Bennick - 09-15-2011, 02:27 PM
RE: Mass Houdini - by Khyrpa - 09-15-2011, 03:00 PM
RE: Mass Houdini - by Bennick - 09-15-2011, 03:31 PM
RE: Mass Houdini - by Your Computer - 09-15-2011, 04:43 PM
RE: Mass Houdini - by Bennick - 09-15-2011, 08:39 PM
RE: Mass Houdini - by Your Computer - 09-15-2011, 10:10 PM
RE: Mass Houdini - by MrBigzy - 09-15-2011, 08:49 PM



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