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Mass Houdini
Bennick Offline
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#1
Mass Houdini

I need to make a huge amount of stuff disappear, but is there anyway to do it without filling up notepad++ with object numbers towards the hundreds?

Fratricide (title not finalized): 2/7 maps. :D
09-15-2011, 03:36 AM
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Your Computer Offline
SCAN ME!

Posts: 3,456
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Joined: Jul 2011
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#2
RE: Mass Houdini

I don't think SetEntityActive() supports wildcards, but you can verify that for me:
SetEntityActive("entity_name_*", false);

Otherwise, the answer to your question is no.

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(This post was last modified: 09-15-2011, 03:44 AM by Your Computer.)
09-15-2011, 03:44 AM
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Obliviator27 Offline
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#3
RE: Mass Houdini

Yes, SetEntityActive works for such a thing. You'll just have to rename things in the editor so that the
SetEntityActive("debris_*, false);
matches up.

In case you didn't know, the * indicates that everything prefixed by "debris_" will be subject to this code.

09-15-2011, 04:15 AM
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Bennick Offline
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#4
RE: Mass Houdini

(09-15-2011, 04:15 AM)Obliviator27 Wrote: Yes, SetEntityActive works for such a thing. You'll just have to rename things in the editor so that the
SetEntityActive("debris_*, false);
matches up.

In case you didn't know, the * indicates that everything prefixed by "debris_" will be subject to this code.
I'm not sure I understand. So basically, If I rename every one of my book rows into "book_" then using "book_*" will make them all act as "one" deactivatable entity?

Fratricide (title not finalized): 2/7 maps. :D
09-15-2011, 04:59 AM
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Obliviator27 Offline
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#5
RE: Mass Houdini

(09-15-2011, 04:59 AM)Bennick Wrote: I'm not sure I understand. So basically, If I rename every one of my book rows into "book_" then using "book_*" will make them all act as "one" deactivatable entity?
Hah, sorry. My explanations seem to suck.

If you have entities in your map, named
Book_1
Book_2
Book_3

When using Book_*, it will cause them all to be subject to your script.
09-15-2011, 05:07 AM
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Bennick Offline
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#6
RE: Mass Houdini

(09-15-2011, 05:07 AM)Obliviator27 Wrote:
(09-15-2011, 04:59 AM)Bennick Wrote: I'm not sure I understand. So basically, If I rename every one of my book rows into "book_" then using "book_*" will make them all act as "one" deactivatable entity?
Hah, sorry. My explanations seem to suck.

If you have entities in your map, named
Book_1
Book_2
Book_3

When using Book_*, it will cause them all to be subject to your script.
It's not working for me, can you tell me what I'm doing wrong here? here's the script portion for this function:

void OnEnter()

{
AddEntityCollideCallback("Player", "prebiblescript", "books", true, 1);

}

void books(string &in asEntity)
{

if (HasItem("letterkey")==true)
{
PlaySoundAtEntity("", "12_girl_scream.snt", "Player", 0, false);
SetEntityActive("book_row02_*", false);
SetEntityActive("book_bible_*", true);
SetEntityActive("biblescript", true);
}
}



Fratricide (title not finalized): 2/7 maps. :D
09-15-2011, 07:00 AM
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Khyrpa Offline
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#7
RE: Mass Houdini

Those book row entities are actually static ones so you cant set them to unactive.

09-15-2011, 07:34 AM
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Bennick Offline
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#8
RE: Mass Houdini

(09-15-2011, 07:34 AM)Khyrpa Wrote: Those book row entities are actually static ones so you cant set them to unactive.
Is this a case where SetPropActiveandFade or whatever would work?

Fratricide (title not finalized): 2/7 maps. :D
09-15-2011, 02:27 PM
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Khyrpa Offline
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#9
RE: Mass Houdini

No function can make those props to disappear. You'd have to create new entites from them that can be disabled with the model editor

(This post was last modified: 09-15-2011, 03:03 PM by Khyrpa.)
09-15-2011, 03:00 PM
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Bennick Offline
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#10
RE: Mass Houdini

(09-15-2011, 03:00 PM)Khyrpa Wrote: No function can make those props to disappear. You'd have to create new entites from them that can be disabled with the model editor
How do I do that?

Fratricide (title not finalized): 2/7 maps. :D
09-15-2011, 03:31 PM
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