[SCRIPT] How to unluck a door from another map? - 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: [SCRIPT] How to unluck a door from another map? (/thread-15192.html) Pages:
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RE: How to unluck a door from another map? - z3akx - 04-30-2012 So i'll put it like this? In the Global.hps Code: ////////////////////////////// Run at the start gamevoid OnGameStart(){SetGlobalVarInt("AbandonedHouseDoorUnluck", 0);} In the Forest.hps Code: void OnStart(){ PlayMusic("ambience_wind_eerie.ogg", true, 0.4f, 0, 0, false);AddEntityCollideCallback("Player", "ScriptArea_1", "scream", true, 1); SetEntityPlayerLookAtCallback("corpse_male_leg_1", "LookAtScare_1", true);AddEntityCollideCallback("Player", "ScriptArea_2", "Bugs", true, 1);AddEntityCollideCallback("Player", "BreakFence", "OldFence", true, 1);AddEntityCollideCallback("Player", "AreaCaveMonster", "CollideActivateBreath", true, 1); SetEntityPlayerInteractCallback("Cave", "Level_Cave", false);SetEntityPlayerLookAtCallback("Cave", "CaveText", false); SetEntityPlayerInteractCallback("WindowAbandonedHouse", "Level_AbandonedHouse", false); SetEntityPlayerLookAtCallback("WindowAbandonedHouse", "WindowText", false); if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)} And in AbandonedHouse.hps Code: void BreakBlockade(string &in asParent, string &in asChild, int alState) {SetEntityActive("Blockade", false); SetEntityActive("BlockadeBroken", true); CreateParticleSystemAtEntity("breakps", "ps_hit_wood", "AreaBreakEffect", false);SetEntityActive("Crowbar_2", false); SetEntityActive("CrowbarBroken", true); PlaySoundAtEntity("break","break_wood_metal", "AreaBreakEffect", 0, false); SetLevelDoorLocked("Level_Forest", false); GiveSanityBoostSmall(); AddGlobalVarInt("AbandonedHouseDoorUnluck", 1);} If not then i dont get it :/ (04-30-2012, 06:21 PM)z3akx Wrote: So i'll put it like this?Wow thats hard as hell to read dont know why it's set it up like that sorry RE: How to unluck a door from another map? - SilentStriker - 04-30-2012 Could you please make it more readable? xD you can do that by editing the post ^^ RE: How to unluck a door from another map? - z3akx - 04-30-2012 Im so sorry man that failed xD In the Global.hps ////////////////////////////// Run at the start game void OnGameStart() { SetGlobalVarInt("AbandonedHouseDoorUnluck", 0); } In the Forest.hps void OnStart(){ PlayMusic("ambience_wind_eerie.ogg", true, 0.4f, 0, 0, false); AddEntityCollideCallback("Player", "ScriptArea_1", "scream", true, 1); SetEntityPlayerLookAtCallback("corpse_male_leg_1", "LookAtScare_1", true); AddEntityCollideCallback("Player", "ScriptArea_2", "Bugs", true, 1); AddEntityCollideCallback("Player", "BreakFence", "OldFence", true, 1); AddEntityCollideCallback("Player", "AreaCaveMonster", "CollideActivateBreath", true, 1); SetEntityPlayerInteractCallback("Cave", "Level_Cave", false); SetEntityPlayerLookAtCallback("Cave", "CaveText", false); SetEntityPlayerInteractCallback("WindowAbandonedHouse", "Level_AbandonedHouse", false); SetEntityPlayerLookAtCallback("WindowAbandonedHouse", "WindowText", false); if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1) } SetLevelDoorLocked("Level_AbandonedHouse", false); { else return; } And in AbandonedHouse.hps void BreakBlockade(string &in asParent, string &in asChild, int alState) { SetEntityActive("Blockade", false); SetEntityActive("BlockadeBroken", true); CreateParticleSystemAtEntity("breakps", "ps_hit_wood", "AreaBreakEffect", false); SetEntityActive("Crowbar_2", false); SetEntityActive("CrowbarBroken", true); PlaySoundAtEntity("break","break_wood_metal", "AreaBreakEffect", 0, false); SetLevelDoorLocked("Level_Forest", false); GiveSanityBoostSmall(); AddGlobalVarInt("AbandonedHouseDoorUnluck", 1); } That should be better Though i have no idea why the text keeps changing place from how i write it to how it's shown soz RE: How to unluck a door from another map? - SilentStriker - 04-30-2012 Yes everything is correct except: if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1) } SetLevelDoorLocked("Level_AbandonedHouse", false); { else return; it should be inside OnEnter RE: How to unluck a door from another map? - z3akx - 04-30-2012 Okay now im getting this error FATAL ERROR: Could not load script file 'custom_stories/blabla/bla/blabla/Maps/Forest.hps'! ExecuteString(1, 1) : ERR : No matching signatures to 'OnLeave()' main (21,20) : ERR : Expected identifier main (22,2) : ERR : Unexpected token '}' main (24,2) : ERR : Unexpected token '}' the "main" part is this void OnStart() { if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1) } SetLevelDoorLocked("Level_AbandonedHouse", false); } else return; } } I dont get it -.- it's probably because i dont understand how the scripting are connected to one another :-) RE: How to unluck a door from another map? - FragdaddyXXL - 04-30-2012 (04-30-2012, 07:40 PM)z3akx Wrote: Okay now im getting this errorCheck your curly brackets. You have 1 opening curly bracket "{" and 4 closing curly brackets "}". RE: How to unluck a door from another map? - z3akx - 04-30-2012 Oh lawl yeah it's working now and i got my cousin to tell me how it all worked together so i understand it now thanks for the help dude ! |