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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 18:22]
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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-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>​
  
  
-<code cpp>+Change ITEM to your item, DOOR to your door name and FUNCTION can be whatever.
  
  
-void OnStart()+When you done that you will be needing the function
  
  
 +<code cpp>void FUNCTION(string &in asItem, string &in asEntity)
 { {
 +    SetSwingDoorLocked(asEntity,​ false, true);
 +    PlaySoundAtEntity("",​ "​unlock_door",​ asEntity, 0, false);
 +    RemoveItem(asItem);​
 +}
 +</​code>​
  
  
-**AddUseItemCallback("",​ "​ITEM",​ "​DOOR",​ "​FUNCTION",​ true);​** ​+and insert it anywhere but
  
  
 +<code cpp>void OnStart()
 +{
 + 
 } }
 </​code>​ </​code>​
  
  
-Change ​ITEM to your item, DOOR to your door name and FUNCTION can be whatever.+Change ​the FUNCTIONNAME ​to the function ​name you picked in the previous step.
  
  
-When you done that you will be needing the function +When you'​re ​done it should look something like this:
- +
- +
-<code cpp>+
  
  
 +<code cpp>void OnStart()
 +{
 +    AddUseItemCallback("",​ "​ITEM",​ "​DOOR",​ "​FUNCTION",​ true);
 +}
 + 
 void FUNCTION(string &in asItem, string &in asEntity) void FUNCTION(string &in asItem, string &in asEntity)
 { {
-    SetSwingDoorLocked("​DOOR"​, false, true); +    SetSwingDoorLocked(asEntity, false, true); 
-    PlaySoundAtEntity("",​ "​unlock_door", ​"​door1"​, 0, false); +    PlaySoundAtEntity("",​ "​unlock_door", ​asEntity, 0, false); 
-    RemoveItem("​ITEM"​);+    RemoveItem(asItem);
 } }
- 
- 
    
-</​code>​and insert it anywhere but  
- 
- 
-<code cpp> 
- 
- 
-//void OnStart() // //{  //  
-//}// 
 </​code>​ </​code>​
-//\\  //  
  
  
-Change ​the FUNCTIONNAME ​to the function name you picked in the previous step.+The best way of doing this kind of script is by using the syntaxes asItem and asEntity ​to your advantage
  
  
-Change ​the DOOR to your door name and then the ITEM to your item name and then it's all done!. +so instead of writing ​the name of the door and key inside the function like the one above you write something like this:
- +
- +
-When you're done it should look something like this:+
  
  
 <code cpp> <code cpp>
- 
- 
 void OnStart() void OnStart()
- 
- 
 { {
- + AddUseItemCallback("",​ "NAMEOFTHEITEM", "NAMEOFTHEDOOR", "​FUNCTION",​ true);
- +
-AddUseItemCallback("",​ "ITEM", "DOOR", "​FUNCTION",​ true); +
- +
 } }
- 
  
 void FUNCTION(string &in asItem, string &in asEntity) void FUNCTION(string &in asItem, string &in asEntity)
 { {
-    ​SetSwingDoorLocked("​DOOR"​, false, true); + SetSwingDoorLocked(asEntity, false, true); 
-    PlaySoundAtEntity("",​ "​unlock_door", ​"​door1"​, 0, false); + PlaySoundAtEntity("",​ "​unlock_door", ​asEntity, 0, false); 
-    RemoveItem("​ITEM"​);+ RemoveItem(asItem);
 } }
-  
 </​code>​ </​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.
 +
 +
 +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.1310581333.txt.gz · Last modified: 2011/07/13 18:22 by xtron