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Level Editor Help Cell_Breakable_Wall isn't breaking!
flamez3 Offline
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#8
RE: Cell_Breakable_Wall isn't breaking!

(01-10-2012, 02:55 AM)XxRoCkBaNdMaNxX Wrote:
(01-10-2012, 01:26 AM)MissMarilynn Wrote:
(01-10-2012, 12:48 AM)XxRoCkBaNdMaNxX Wrote:
(01-09-2012, 10:54 PM)MissMarilynn Wrote:
(01-09-2012, 08:27 PM)Inurias Wrote: You probably need to make a script again :3

Hint:
You will most likely need:
void SetPropHealth(string& asName, float afHealth);

There are probably more ways to detect the chair touching the wall, but you could just use an Area again.

- Inurias
*cries* I hate scripting. Smile

so how would I write that out? >_<;
OnStart()

AddEntityCollideCallback("", "chair_1", "script_area_1", "breakwall", true);

void breakwall(string &in asEntity)
{
SetPropHealth("breakable_wall_1", 0.0f);
}



Sometime like that...


Why would you need a script area to break something? Should ScriptArea1 be the item? and I want any item to break the wall not just a chair.
For any item to break it, you would need to make like different scripts for each of the items in the map. Unless you feel like making 10 different scripts all on the same thing it's honestly not really worth it.

Not really, you can have them all adding to the same function, but you will have to create separate callbacks if that what you were meaning.


01-10-2012, 03:31 AM
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RE: Cell_Breakable_Wall isn't breaking! - by flamez3 - 01-10-2012, 03:31 AM



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