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"If in an area..." Script Problem
Dr4konite Offline
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Posts: 12
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Joined: Oct 2010
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"If in an area..." Script Problem

Hey Guys.

I successfully scripted my way through the first events of my map, but now I got to a problem, which I don't know how to solve. Even the search engine gave me no results on this, so maybe you can help me out.

First of all my idea:
I scripted an event, that makes a key disappear on pickup, starting a timer which will initialise another event a little bit later. In this event, a door will crack open but before this happens, the player still got time (and is advised) to hide himself (as for this expample it's in a cabinet).

Now there are two ways the player can act:
1. He stays in the room, not hiding himselft. In this case, I want to let him faint when the door cracks open.
2. He hides in the cabinet (my "Safe-Area"), where he will not faint or loose much sanity.

So I'm thinkin about "disabling" a command, when the player is in this area (cabinet) so he won't faint, but I don't know if this is the right way and if the command "AddEntityCollideCallback" is the right choice, because the player should not collide, but be "in" the area.

Hope you can help me.
10-28-2010, 04:41 PM
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Messages In This Thread
"If in an area..." Script Problem - by Dr4konite - 10-28-2010, 04:41 PM
RE: "If in an area..." Script Problem - by SLi78 - 10-28-2010, 04:52 PM

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