Help!

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Jue
Posts: 55
Joined: Mon Sep 17, 2007 1:25 am
Location: Colombia

Help!

Post by Jue »

I have the square head, trying to understand the manuals with a translation program, but I am learning to end of brute force.


This can be done?

inventory: Card of Access
Level: a door

{
Start [()

{
if (Card=1) // the player has the card
{
the door allows the step
}
else
{
the door does not allow the step
}
}

}

How I do it?

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English this has not been translated by google.
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AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Post by AndyCR »

You can do it that way, but there is a simpler way. I forget how exactly and I can't look how to right now, but you can use entities built into the level editor to do this.
Jue
Posts: 55
Joined: Mon Sep 17, 2007 1:25 am
Location: Colombia

!!!!!!!

Post by Jue »

what I cannot do is like in script having access to the variable to know if the player has the card.

card=1 true
card=0 false

as it is the order to do it?

since with the organization attribute, profit not to have access by means of escript to the value of the variable.

I need an example please
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darksmaster923
Posts: 1857
Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA

Post by darksmaster923 »

Herp derp.
Jue
Posts: 55
Joined: Mon Sep 17, 2007 1:25 am
Location: Colombia

Help!

Post by Jue »

Image


Image

If key = true in the inventory, then opens door

Image

help
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Post by AndyCR »

Jue: Here is how.

Open install/player.ini. Add:

Code: Select all

[key]
initial=0
low=0
high=1
Add a door to level. If you do not know how, tell me and I will explain.

In door entity, set Trigger to doortrig.

Create LogicGate entity. Set szEntityName to doortrig, Type to 8, and Trigger1Name to key.

Create Attribute entity. Set AttributeName to key. Set szActorName to attributes/medkit.act.

Here is my attempt at saying this in Spanish:

Abra install/player.ini. Mas:

Code: Select all

[key]
initial=0
low=0
high=1
Mas una "Door" a level. Si usted no entiende, preguntan me.

En "Door" entity, "Trigger" equal "doortrig".

Mas "LogicGate" entity. En "LogicGate", "szEntityName" egual "doortrig", y "Type" egual "8", y "Trigger1Name" egual "key".

Mas "Attribute" entity. En "Attribute", "AttributeName" egual "key", y "szActorName" egual "attributes/medkit.act".

Espero que esta obra; Lo que funciona para mí.
Jue
Posts: 55
Joined: Mon Sep 17, 2007 1:25 am
Location: Colombia

thank

Post by Jue »

AndyCR

It is brilliant!, I thank you the help, the code works me perfectly with the door, of truthful I thank a lot you to help me.
I hope to have some day connection at home to learn many things but.


Je je je is very happy.


now I want an orientation for packages of health!
so that the player takes medications from the inventory and his health improves.


Good a greeting.


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I am an ignoramus, the first step it is to accept it
the second to lower my levels of ignorance

/Text translated by LogoTrans / computer Program

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As administrators, there is the possibility that this site is in two languages as mine, so a good suggestion, thank you. http://www.iris3d.net
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