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hpl2:tutorials:script:adding_messages_to_locked_doors

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hpl2:tutorials:script:adding_messages_to_locked_doors [2012/03/15 11:14]
claypigeon [The message]
hpl2:tutorials:script:adding_messages_to_locked_doors [2012/04/01 16:43]
claypigeon [The script]
Line 47: Line 47:
  
  
-{{http://​i.minus.com/​jpUd9nK0ok06o.png?​direct&​}}+Under General tab, name the door to whatever you want. 
 + 
 + 
 +I'll call it "​EXAMPLE_DOOR"​. 
 + 
 + 
 +[[{{http://​i.minus.com/​jpUd9nK0ok06o.png?​direct&​}}]]
  
 ====== The script ====== ====== The script ======
Line 53: Line 59:
  
 Open up your mapname.hps that is on your AmnesiaFolder/​redist/​custom_stories/​yourstory/​maps,​ with notepad++ or whatever editor that fits for you, and now write this under the last '​}'​ you see on the text: Open up your mapname.hps that is on your AmnesiaFolder/​redist/​custom_stories/​yourstory/​maps,​ with notepad++ or whatever editor that fits for you, and now write this under the last '​}'​ you see on the text:
 +
 +
 +<code c++>
  
  
Line 61: Line 70:
  
  
-SetMessage("​Messages",​ "​msgname",​ 0);+    if(GetSwingDoorLocked("​EXAMPLE_DOOR"​) == true) 
 + 
 + 
 +    { 
 + 
 + 
 +        ​SetMessage("​Messages",​ "​msgname",​ 0); 
 + 
 + 
 +    }
  
  
 } }
 +</​code>​
  
  
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 void DoorLockedPlayer - this is the function that is called when the player interacts with the door (the one you've set in your level editor!) void DoorLockedPlayer - this is the function that is called when the player interacts with the door (the one you've set in your level editor!)
 +
 +
 +GetSwingDoorLocked - We are checking wheter the doors is locked or not, so we won't get the message even when it's unlocked and interacted with. "​EXAMPLE_DOOR"​ is the name of the door that we have given it earlier!
  
  
hpl2/tutorials/script/adding_messages_to_locked_doors.txt · Last modified: 2014/07/04 11:21 by romulator