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Disabling "lights" activating area's...
Amnesiaplayer Offline
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Posts: 539
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#3
RE: Disabling "lights" activating area's...

(02-23-2015, 02:31 PM)Romulator Wrote: Instead of SetEntityPlayerInteractCallback, try

PHP Code: (Select All)
SetEntityCallbackFunc("Lantern""BadThings");  //This will go in OnStart()

void BadThings(string &in asEntitystring &in type)
{
SetLightVisible("Lamp"false);  //The name of your lamp goes here. 
SetEntityActive("ScriptArea_1"true);   //The script area you want to activate


Yes!! it worked!! but can i let it happen after some time delay... like after 3 seconds (you picked the Lantern) the lights will go off.... so you pick the lantern, wait 3 seconds and then the lights go off... it's really funny if i just pick up a lantern and boom xD
02-24-2015, 04:31 PM
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RE: Disabling "lights" activating area's... - by Amnesiaplayer - 02-24-2015, 04:31 PM



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