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An area that triggers another area to become active?
drunkmonk Offline
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Posts: 109
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Joined: Jun 2012
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#2
RE: An area that triggers another area to become active?

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.
07-26-2012, 02:00 AM
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RE: An area that triggers another area to become active? - by drunkmonk - 07-26-2012, 02:00 AM



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