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Script Help following statues
Tiger Away
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Posts: 1,874
Threads: 16
Joined: Nov 2012
Reputation: 55
#4
RE: following statues

Well, I would say the easiest way is to - just like you mentioned - place ScriptAreas and 'SetEntityActive'. You could also add a sound if you want the player to hear a noise. That could add some effect. This would be most effective in a corridor though.

I believe this would work:

void Onstart()
{
void AddEntityCollideCallback("player", "ScriptArea", "Func1", true or false, 1);
}


void Func1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Statue_1", true);
}

Just add as many that you want and match it up with the areas in the level editor.
(This post was last modified: 02-28-2013, 06:21 PM by Tiger.)
02-28-2013, 06:13 PM
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Messages In This Thread
following statues - by Knusper. - 02-28-2013, 05:14 PM
RE: following statues - by Tiger - 02-28-2013, 06:01 PM
RE: following statues - by Knusper. - 02-28-2013, 06:09 PM
RE: following statues - by Tiger - 02-28-2013, 06:13 PM
RE: following statues - by Knusper. - 02-28-2013, 08:12 PM
RE: following statues - by Adrianis - 03-01-2013, 01:59 AM
RE: following statues - by darksky - 03-01-2013, 11:48 AM
RE: following statues - by Knusper. - 03-01-2013, 03:08 PM
RE: following statues - by darksky - 03-01-2013, 03:17 PM
RE: following statues - by Knusper. - 03-01-2013, 03:35 PM
RE: following statues - by Tiger - 03-01-2013, 03:44 PM
RE: following statues - by darksky - 03-01-2013, 03:59 PM
RE: following statues - by Knusper. - 03-01-2013, 04:03 PM
RE: following statues - by Adrianis - 03-01-2013, 06:49 PM
RE: following statues - by darksky - 03-01-2013, 04:22 PM
RE: following statues - by Knusper. - 03-02-2013, 11:46 AM
RE: following statues - by darksky - 03-02-2013, 06:09 PM
RE: following statues - by Knusper. - 03-03-2013, 09:13 AM
RE: following statues - by Tiger - 03-03-2013, 10:09 AM



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