Scripting, need urgent help! - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Scripting, need urgent help! (/thread-9259.html) |
RE: Scripting, need urgent help! - MrCookieh - 07-27-2011 Kyle Wrote:There is no SetEntityCallbackFunc.There is: Spoiler below!
Code: void OnEnter () This is your fixed code. A function works like this: First you need a callback, which 'calls' the function: (for example) SetEntityCallbackFunc("notethree", "Func"); -> This will call the function "Func". A function is a part of the code, which only runs through, if it's called. It starts with void FuncNameHere(ParametersHere){} In the brackets are the actions, which should be triggered, when the callback happens RE: Scripting, need urgent help! - JetlinerX - 07-27-2011 OMG!!! I GET IT NOW!!! I totally see what everyone was talking about! That code also works to play the sound! YESSSSSSS!!! One last thing, this is probably in the extra_eng most likely, but how do I make some sort of subtitle on the bottom after the sound, for instance: "That sound came from the attic right above me, whats going on?" Also, my second key is not working with this code and I have tried everything I can... Code: void OnEnter () RE: Scripting, need urgent help! - xiphirx - 07-27-2011 Check your syntax, you're missing a closing bracket for "UsedKeyOnDoor". Also, refer to http://wiki.frictionalgames.com/hpl2/amnesia/script_functions void SetMessage(string& asTextCategory, string& asTextEntry, float afTime); Displays a message on the screen. asTextCategory - the category in the .lang file asTextEntry - the entry in the .lang file afTime - determines how long the message is displayed. If time is < =0 then the life time is calculated based on string length. RE: Scripting, need urgent help! - JetlinerX - 07-27-2011 On the first "UsedKeyOnDoor" or the second? I cant see what one you mean as they both look the same. Also, where does that SetMessage go so that it knows when to come up? Also, I totally forgot about the Scripts Func page! Thanks for reminding me! RE: Scripting, need urgent help! - xiphirx - 07-27-2011 Ah, I didn't notice the scrollbar for your script Code: void OnEnter () Now pay attention to this part Code: AddUseItemCallback("", "keyone", "door1", "UsedKeyOnDoor", true); You're calling the same key function for both doors here, you just forgot the "2" for the second door Code: AddUseItemCallback("", "keyone", "door1", "UsedKeyOnDoor", true); RE: Scripting, need urgent help! - JetlinerX - 07-27-2011 OH CRAP! Nice call! Dang it, this stuff is so tedious! Hm, It would appear the door remains locked after using the key... ideas? RE: Scripting, need urgent help! - JenniferOrange - 07-27-2011 To set a message after the sound: { PlaySoundAtEntity("", "15_body_impact.snt", "Player", 0, false); PlaySoundAtEntity("", "react_pant5.snt", "Player", 0, false); StartPlayerLookAt("Player", 3.0f, 3.0f, ""); AddTimer("atticscare", 1, "OnPickup"); SetMessage("Messages", "scare", 0); } thats for your .hps . This is for your .lang file= Add this Category, if you don't already have it: Code: <CATEGORY Name="Messages"> And there you go! RE: Scripting, need urgent help! - JetlinerX - 07-27-2011 So the script is just reading it in order, so when the sounds play, it will read the message next? Interesting as 99% of the other parts of the code dont do that, which is why its so confusing! XD Thanks again "Jennifer" you always come through Ill let you all know what the results are. RE: Scripting, need urgent help! - JetlinerX - 07-27-2011 The message did not pop up after picking up the key :/ RE: Scripting, need urgent help! - JetlinerX - 07-28-2011 Got it working ^^^^ |