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Woah... This shouldn't be happening..
Ouroboros Offline
Junior Member

Posts: 20
Threads: 0
Joined: Jul 2011
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#4
RE: Woah... This shouldn't be happening..

I see. In that case, in OnStart, change SetLocalVar to AddLocalVar.

For the key,


OnEnter()
{
...
    AddEntityCollideCallback(stuff, other stuff, FunctionA, false, 1);
...
}

void FunctionA(string &in asParent, string &in asChild, int alState)
{
if(HasItem("key_1"))
      {
      AddTimer("", 0, "startattack"
      RemoveEntityCollideCallback(string& asParentName, string& asChildName);
      }
}

Edit: Forgot to add the remove entity collide callback after the timer in the code.


For the floor, I'd set the door to inactive and turn the addcollidecallback into a comment, go over and see if it's there before it activates, and if it is then continue to check which of the involved code it is by commenting a piece, checking and just kind of continue like that. If it's not there at first, it may be a texture issue or something.
(This post was last modified: 07-22-2011, 05:22 AM by Ouroboros.)
07-22-2011, 05:16 AM
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RE: Woah... This shouldn't be happening.. - by Ouroboros - 07-22-2011, 05:16 AM



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