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hpl2:tutorials:script:scripting_by_xtron_-_item_that_unlocks_a_door

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hpl2:tutorials:script:scripting_by_xtron_-_item_that_unlocks_a_door [2011/07/13 18:00]
xtron
hpl2:tutorials:script:scripting_by_xtron_-_item_that_unlocks_a_door [2013/08/22 15:12] (current)
yourcomputer Corrected references
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-====== ​Unlocking ​a door ======+====== ​Item that unlocks ​a door ======
  
  
-In this tutorial ​( the first one actually ) will I ( xtron ) show you! ( the person who reads this ) how to make a item that unlocks a specific door!.+In this tutorial will I ( xtron ) show you how to make a item that unlocks a specific door!.
  
  
-**\\  **  +==== THE DOOR ====
- +
- +
-**THE DOOR:** +
  
  
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-**THE ITEM:\\  ** +==== THE ITEM ==== 
  
  
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 <code text> <code text>
-<​CATEGORY Name="​Inventory">​ +<​CATEGORY Name="​Inventory">​  
-  +    <Entry Name="​ItemDesc_item1">​Item description</​Entry>​ 
-  +    <Entry Name="​ItemName_item1">​Item name</​Entry>​
-<Entry Name="​ItemDesc_item1">​Item description</​Entry>​ +
-<Entry Name="​ItemName_item1">​Item name</​Entry>​ +
-  +
- +
 </​CATEGORY>​ </​CATEGORY>​
 </​code>​ </​code>​
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-**THE SCRIPT:** +==== THE SCRIPT ​====
  
  
-First off you will need a .hps file and I guess you already have it but to be sure [[http://​www.mediafire.com/?​krxqcj3qdxrj9xs|wClean HPS FILE]] change NAME.hps to your+First off you will need a .hps file and I guess you already have it but to be sure [[http://​www.mediafire.com/?​krxqcj3qdxrj9xs|wClean HPS FILE]] change NAME.hps to your map name.
  
  
-map name.+Now you need the code that will be inserted betwen void OnStart()s brackets ( { and } )
  
  
-Now you need the code that will be inserted betwen ​void OnStart()s brackets ( and } )+<code cpp>void OnStart() 
 +{ 
 +    AddUseItemCallback("",​ "​ITEM",​ "​DOOR",​ "​FUNCTION",​ true)
 +
 +</​code>​
  
  
-//void OnStart()\\ ​ // +Change ITEM to your item, DOOR to your door name and FUNCTION can be whatever.
  
  
-//{\\  // +When you done that you will be needing the function
  
  
-//​AddUseItemCallback(_fckg_QUOT__fckg_QUOT_,​ "​ITEM",​ "​DOOR",​ "​FUNCTION",​ true);​\\ ​ }//Copy the AddUseItemCallBack and paste it inside your { and } in your hps file.   Edit ITEM to your item name, DOOR to your door name and edit FUNCTION to whatever. ​  When you're done with that you will be needing the function: ​  // ​void FUNCTION(string &in asItem, string &in asEntity)\\  ​{\\  ​SetSwingDoorLocked("​DOOR"​, false, true);\\  ​PlaySoundAtEntity(_fckg_QUOT__fckg_QUOT_, ​"unlock_door", "door1", 0, false);\\  ​RemoveItem("​ITEM"​);\\  ​}\\  /+<code cpp>void FUNCTION(string &in asItem, string &in asEntity) 
 +{ 
 +    ​SetSwingDoorLocked(asEntity, false, true); 
 +    ​PlaySoundAtEntity("",​ "unlock_door", asEntity, 0, false); 
 +    ​RemoveItem(asItem); 
 +} 
 +</code>
  
  
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-//void OnStart()\\  /+<code cpp>void OnStart() 
 +
 +  
 +
 +</code>
  
  
-//{\\  // +Change the FUNCTIONNAME to the function name you picked in the previous step.
  
  
-//\\  // +When you're done it should look something like this:
  
  
-Change the FUNCTIONNAME to the function name you picked ​in the previous step.+<code cpp>void OnStart() 
 +
 +    AddUseItemCallback("",​ "​ITEM",​ "​DOOR",​ "​FUNCTION",​ true); 
 +
 +  
 +void FUNCTION(string &in asItem, string &in asEntity) 
 +
 +    SetSwingDoorLocked(asEntity,​ false, true); 
 +    PlaySoundAtEntity("",​ "​unlock_door",​ asEntity, 0, false); 
 +    RemoveItem(asItem);​ 
 +
 +  
 +</​code>​
  
  
-Change ​the DOOR to your door name and then the ITEM to your item name and then it's all done!.+The best way of doing this kind of script is by using the syntaxes asItem ​and asEntity ​to your advantage
  
  
-When you're done it should look something like this:+so instead of writing the name of the door and key inside the function like the one above you write something like this:
  
  
-//void OnStart()\\  /+<code cpp> 
 +void OnStart() 
 +
 + AddUseItemCallback("",​ "​NAMEOFTHEITEM",​ "​NAMEOFTHEDOOR",​ "​FUNCTION",​ true); 
 +
 + 
 +void FUNCTION(string &in asItem, string &in asEntity) 
 +
 + SetSwingDoorLocked(asEntity,​ false, true); 
 + PlaySoundAtEntity("",​ "​unlock_door",​ asEntity, 0, false); 
 + RemoveItem(asItem);​ 
 +
 +</code>
  
  
-//{\\  // +So this works since asEntity is declared as the name of the door and the asItem is declared as the item you want to use on the door through the AddUseItemCallback.
  
  
-//AddUseItemCallback(_fckg_QUOT__fckg_QUOT_,​ "​ITEM",​ "​DOOR",​ "​FUNCTION",​ true);​\\ ​ }void FUNCTION(string &in asItem, string &in asEntity)\\ ​ {\\  SetSwingDoorLocked("​DOOR",​ false, true);​\\ ​ PlaySoundAtEntity(_fckg_QUOT__fckg_QUOT_,​ "​unlock_door",​ "​door1",​ 0, false);​\\ ​ RemoveItem("​ITEM"​);​\\ ​ }// +So by using this code you can write more AddUseItemCallback ​and call the same function and they will unlock their corresponding door with the corresponding item.
  
  
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-Created by xtron+Created by xtron<font 16pt:​normal/​Arial;;​inherit;;​inherit ​  >​\\  
 +</​font>​
  
  
-<​font ​16pt:​normal/​Arial;;​inherit;;​inherit ​    ​>\\  ​</​font>​+<​font ​10pt:​normal/​Arial;;​inherit;;​inherit ​   >Edited by SilentStriker</​font>​
  
hpl2/tutorials/script/scripting_by_xtron_-_item_that_unlocks_a_door.1310580038.txt.gz · Last modified: 2011/07/13 18:00 by xtron