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Trouble With Guiding Rods
Chronogyros Offline
Junior Member

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Joined: Oct 2011
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#1
Question  Trouble With Guiding Rods

Having a bit of trouble using guiding rods and the guiding rod machine (in original Amnesia, the part where you have to start the elevator by plugging in the 3 rods). Well I want to do something similar, however, whenever I go to use a rod on the machine, it just says "no object to use item on." This is odd, because the machine is definitely an entity, and it should be a valid object to use an item on, right?

Not sure if it's a scripting issue, or level editor issue.


In case it is my script, here are the functions I'm using:

AddUseItemCallback("guiding_rod01_1", "guiding_rod01_1", "guiding_rod_machine_1", "rod1", true);


Then:


void rod1(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("", "13_rod_in.snt", "Player", 0, false);
SetEntityActive("guiding_rod_2", true);
RemoveItem("guiding_rod01_1");
}

Any ideas what might be wrong?

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11-13-2011, 01:57 AM
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flamez3 Offline
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#2
RE: Trouble With Guiding Rods

Did you name everything exactly as it is in here?

11-13-2011, 02:25 AM
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Chronogyros Offline
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#3
RE: Trouble With Guiding Rods

Yup, just double checked everything. Although I'm starting to suspect it isn't a scripting problem, however, more of a game problem. The game simply doesn't recognize the Machine as a usable object. That's my theory anyway.

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11-13-2011, 02:38 AM
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Apjjm Offline
Is easy to say

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#4
RE: Trouble With Guiding Rods

The machine room level used script areas to interact with the rods if i recall correctly, that way it could also detect what holes the rods were placed within.
11-13-2011, 03:15 AM
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Chronogyros Offline
Junior Member

Posts: 43
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#5
RE: Trouble With Guiding Rods

Quote: The machine room level used script areas to interact with the rods if i recall correctly, that way it could also detect what holes the rods were placed within.
Yes it seems you are right. Thanks for the tip.

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11-13-2011, 05:58 PM
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