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hpl2:tutorials:script:buttons_that_open_a_door [2011/07/13 23:42] xtron created |
hpl2:tutorials:script:buttons_that_open_a_door [2013/05/24 11:10] (current) grunt44432 |
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| - | Today I (xtron) will teach you (the reader) how to make lets say press 3buttons and a door opens, or press 2buttons and a secret bookshelf opens. | + | Today I (xtron) will teach you (the reader) how to make lets say press 4 buttons and a door opens. |
| Line 26: | Line 26: | ||
| - | Press on entities (7) > Gameplay > Press on button_simple and place out how buttons you want the player to press and rename the buttons to your liking, for example: button1, button2 , button3 etc... | + | Press on entities (7) > Gameplay > Press on button_simple and place out how buttons you want the player to press and rename the buttons to your liking, for example: button1, button2 , button3 etc… |
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| <code cpp> | <code cpp> | ||
| - | |||
| - | |||
| SetLocalVarInt("Var1", 0); | SetLocalVarInt("Var1", 0); | ||
| - | |||
| - | |||
| SetEntityPlayerInteractCallback("button1", "func1", true); | SetEntityPlayerInteractCallback("button1", "func1", true); | ||
| - | |||
| - | |||
| SetEntityPlayerInteractCallback("button2", "func2", true); | SetEntityPlayerInteractCallback("button2", "func2", true); | ||
| - | |||
| - | |||
| SetEntityPlayerInteractCallback("button3", "func3", true); | SetEntityPlayerInteractCallback("button3", "func3", true); | ||
| - | |||
| - | |||
| SetEntityPlayerInteractCallback("button4", "func4", true); | SetEntityPlayerInteractCallback("button4", "func4", true); | ||
| </code> | </code> | ||
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| - | <code cpp> | + | <code cpp>void func1(string &in asEntity) |
| - | void func1(string &in asEntity) | + | |
| { | { | ||
| AddLocalVarInt("Var1", 1); | AddLocalVarInt("Var1", 1); | ||
| func5(); | func5(); | ||
| } | } | ||
| - | + | ||
| void func2(string &in asEntity) | void func2(string &in asEntity) | ||
| { | { | ||
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| func5(); | func5(); | ||
| } | } | ||
| - | + | ||
| void func3(string &in asEntity) | void func3(string &in asEntity) | ||
| { | { | ||
| Line 83: | Line 70: | ||
| func5(); | func5(); | ||
| } | } | ||
| - | + | ||
| void func4(string &in asEntity) | void func4(string &in asEntity) | ||
| { | { | ||
| Line 90: | Line 76: | ||
| func5(); | func5(); | ||
| } | } | ||
| - | + | ||
| void func5() | void func5() | ||
| { | { | ||
| Line 110: | Line 95: | ||
| - | <code cpp> | + | <code cpp>void OnStart() |
| - | void OnStart() | + | |
| { | { | ||
| SetLocalVarInt("Var1", 0); | SetLocalVarInt("Var1", 0); | ||
| Line 119: | Line 103: | ||
| SetEntityPlayerInteractCallback("button4", "func4", true); | SetEntityPlayerInteractCallback("button4", "func4", true); | ||
| } | } | ||
| - | + | ||
| void func1(string &in asEntity) | void func1(string &in asEntity) | ||
| { | { | ||
| Line 126: | Line 109: | ||
| func5(); | func5(); | ||
| } | } | ||
| - | + | ||
| void func2(string &in asEntity) | void func2(string &in asEntity) | ||
| { | { | ||
| Line 133: | Line 115: | ||
| func5(); | func5(); | ||
| } | } | ||
| - | + | ||
| void func3(string &in asEntity) | void func3(string &in asEntity) | ||
| { | { | ||
| Line 140: | Line 121: | ||
| func5(); | func5(); | ||
| } | } | ||
| - | + | ||
| void func4(string &in asEntity) | void func4(string &in asEntity) | ||
| { | { | ||
| Line 147: | Line 127: | ||
| func5(); | func5(); | ||
| } | } | ||
| - | + | ||
| void func5() | void func5() | ||
| { | { | ||
| Line 161: | Line 140: | ||
| - | Now. When the map loads Var1 will start with a count on 0 ( SetLocalVarInt("var1", 0); ). Everytime you press a button the funcs will | + | Now. When the map loads Var1 will start with a count on 0 ( SetLocalVarInt("var1", 0); ). Everytime you press a button the funcs will |
| - | turn active and it adds 1 to the Var1 count, so if you press button1 Var1 will go from 0 to 1 and then you press button2 and Var1 will go | + | turn active and it adds 1 to the Var1 count, so if you press button1 Var1 will go from 0 to 1 and then you press button2 and Var1 will go |