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Level door
Karai16 Offline
Member

Posts: 164
Threads: 24
Joined: Apr 2011
Reputation: 0
#5
RE: Level door

(05-06-2011, 11:57 PM)Kyle Wrote: If in the editor it says it is locked, then check your files and delete the .mapcache file for your map if it is there.

I tried it, it doesn't work, to help you think of a solution, I'll give you the code I'm using:
void OnStart()
{
    AddUseItemCallback("", "TowerKey", "TowerDoor", "UsedKeyOnDoor", true);
SetEntityPlayerInteractCallback("TowerDoor", "TeleportFunction", true);
}


void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("TowerDoor", false, true);
    PlaySoundAtEntity("", "unlock_door", "TowerDoor", 0, false);
    RemoveItem("TowerKey");
}

void TeleportFunction(string &in asEntity)
{
ChangeMap("Custom02", "PlayerStartArea_1", "", "");
}
do I maybe have to do something with an if-statement? It does look like it, but I don't know how to use it, or if it can be used in hps language.

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Messages In This Thread
Level door - by Karai16 - 05-06-2011, 11:46 PM
RE: Level door - by dragonlordsd - 05-06-2011, 11:49 PM
RE: Level door - by Karai16 - 05-06-2011, 11:51 PM
RE: Level door - by Kyle - 05-06-2011, 11:57 PM
RE: Level door - by Karai16 - 05-07-2011, 12:27 AM
RE: Level door - by dragonlordsd - 05-07-2011, 12:41 AM
RE: Level door - by Kyle - 05-07-2011, 12:43 AM
RE: Level door - by Roenlond - 05-07-2011, 01:54 AM
RE: Level door - by Karai16 - 05-07-2011, 09:37 AM
RE: Level door - by Russ Money - 05-07-2011, 10:19 AM
RE: Level door - by Victor - 10-23-2011, 06:56 PM



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