Making a amnesia map
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ImmaBarrel wrote:
ok not my fault it is annoying you
it is actually your fault , there is an edit button for a reason. and everyone with common sense would use it.
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Thanks for help. But i didnt search for that help
MY CS? What is thatThe post was edited 1 time, last by ImmaBarrel ().
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Only thing I could suggest is to give me your CS and I'll work out things from here, bit hard to explain bud.
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FlameX wrote:
ImmaBarrel wrote:
My cs what is that and where is it
CS is custom story >.> -
Here's a Little Key To Unlock Door Script
void OnStart()
{
AddPlayerSanity(0);
AddUseItemCallback("", "KEYNAME", "DOORNAME", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_study_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("DOORNAME", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);
RemoveItem("KEYNAME");
} -
You realize I have given him a script... It works on my PC but not on his, I'm waiting for him to send me his CS
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Flamez3 wrote:
You realize I have given him a script... It works on my PC but not on his, I'm waiting for him to send me his CS -
I send it to your email flamez
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Ok, two reasons why it didn't work.
1. EVERYTHING is case sensitive. In this case; you had "Unknown Key_1" in your script, and in level editor you had "Unknown key_1".
2. You used OpenDoor in the callback, and then KeyOnDoor as the function name. .. use this:
// Starter's Script File!
//===========================================
//===========================================
// This runs when the map first starts
void OnStart()
{
AddUseItemCallback("","Unknown key_1","mansion_1","OpenDoor", true);
}
void OpenDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_1", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);
RemoveItem("Unknown Key_1");
}
//===========================================
// This runs when the player enters the map
void OnEnter()
{
}
//===========================================
// This runs when the player leaves the map
void OnLeave()
{
} -
This thread hurts my head
You must not lose faith in humanity. Humanity is an ocean; if a few drops of the ocean are dirty, the ocean does not become dirty.
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Not it is not. Just use it.
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