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Set active bug?
Statyk Offline
Schrödinger's Mod

Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation: 241
#11
RE: Set active bug?

if you want to set it active, try using:

void CreateEntityAtArea(string& asEntityName, string& asEntityFile, string& asAreaName, bool abFullGameSave);

Creates an entity at an area.
asEntityName - internal name
asEntityFile - entity to be used + extension .ent
asAreaName - the area to create the entity at
abFullGameSave - determines whether an entity “remembers” its state



If it's facing the wrong way, just rotate the script area
Also, Are you trying to make the torches disappear completely? or are you trying to set them UNLIT?

Another solution would to duplicate the entire room, move it, delete the unnecessary entities, and make a teleportation script.
(This post was last modified: 01-27-2012, 08:21 PM by Statyk.)
01-27-2012, 08:19 PM
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Messages In This Thread
Set active bug? - by samixxa - 01-27-2012, 02:49 PM
RE: Set active bug? - by Tripication - 01-27-2012, 02:50 PM
RE: Set active bug? - by samixxa - 01-27-2012, 02:54 PM
RE: Set active bug? - by flamez3 - 01-27-2012, 03:03 PM
RE: Set active bug? - by samixxa - 01-27-2012, 03:11 PM
RE: Set active bug? - by Datguy5 - 01-27-2012, 03:49 PM
RE: Set active bug? - by samixxa - 01-27-2012, 04:13 PM
RE: Set active bug? - by Datguy5 - 01-27-2012, 04:56 PM
RE: Set active bug? - by flamez3 - 01-27-2012, 04:59 PM
RE: Set active bug? - by samixxa - 01-27-2012, 05:58 PM
RE: Set active bug? - by Statyk - 01-27-2012, 08:19 PM
RE: Set active bug? - by Spelos - 09-12-2014, 10:22 AM
RE: Set active bug? - by Datguy5 - 01-27-2012, 08:29 PM
RE: Set active bug? - by Kreekakon - 09-12-2014, 10:28 AM



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