Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Adding 2nd script
LoneWolf Offline
Senior Member

Posts: 308
Threads: 43
Joined: Sep 2010
Reputation: 0
#5
RE: Adding 2nd script

////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "key_tower_1", "prison_section_1", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "ScriptArea_2", "CollideScript_2", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlockdoor", "prison_section_1", 0, false);
RemoveItem("key_tower_1");
}
void CollideScript_2(string &in asParent, string &in asChild, int alState);
{
SetSwingDoorClosed("cellar_wood01_1", true, false);
}
///////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}









Change your script to this, you have many unnecessary spaces, you dont need spaces like what you have done. This should work unless you've not named somethign right.

Eh, also have you named your key and door properly?

EG. in your level editor select your door your using and press the entity tab, you should see CallBackFunc, under it write the doors name, eg. door1.

For the key the name of key should be under CustomSubItemTypeName.

If this all fails then i have no idea whats wrong
10-20-2010, 05:49 PM
Find


Messages In This Thread
Adding 2nd script - by Mateh - 10-20-2010, 04:37 PM
RE: Adding 2nd script - by Frontcannon - 10-20-2010, 04:59 PM
RE: Adding 2nd script - by LoneWolf - 10-20-2010, 05:04 PM
RE: Adding 2nd script - by Mateh - 10-20-2010, 05:34 PM
RE: Adding 2nd script - by LoneWolf - 10-20-2010, 05:49 PM



Users browsing this thread: 1 Guest(s)