Re: Check Item Is Missing?
Posted: Wed Oct 17, 2012 5:57 pm
sorry. thought you'd solved the removing gems thing...
I set it all up in my test dungeon before... so here are my notes.
* Add script entity called shiny_script paste in this function:
function to open gate to
* Add daemon head with eye slots
* Add socket_left
* Add gem to socket
: connect socket_left to TARGET shiny_script with DEACTIVATE event and ACTION eyeSockets
* Add socket_right
* Add gem to socket
: connect socket_right to TARGET shiny_script with DEACTIVATE event and ACTION eyeSockets
That's everything you should need to trigger things when either of the gems is removed.
quick shot of the inspector for the eye socket:
I set it all up in my test dungeon before... so here are my notes.
* Add script entity called shiny_script paste in this function:
function to open gate to
Code: Select all
function eyeSockets()
shinyTrapGate:close()
trapDoorShiny_1:open()
trapDoorShiny_2:open()
trapDoorShiny_3:open()
trapDoorShiny_4:open()
trapDoorShiny_5:open()
trapDoorShiny_6:open()
end
* Add socket_left
* Add gem to socket
: connect socket_left to TARGET shiny_script with DEACTIVATE event and ACTION eyeSockets
* Add socket_right
* Add gem to socket
: connect socket_right to TARGET shiny_script with DEACTIVATE event and ACTION eyeSockets
That's everything you should need to trigger things when either of the gems is removed.
quick shot of the inspector for the eye socket: