Basic Elevator - 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: Basic Elevator (/thread-16441.html) |
RE: Basic Elevator - Unearthlybrutal - 06-23-2012 (06-23-2012, 08:35 PM)CrazyArts Wrote: Where do i putI put it already on it's right position, but you need to change the buttons name. (The button -> when you press it, the player fades out and teleports) RE: Basic Elevator - MaZiCUT - 06-23-2012 The script is fixed, i guess, but i can't test it out cause i get this fatal error: unexpected token { it's under void Interaction(string &in entity); RE: Basic Elevator - Cruzore - 06-23-2012 You even pasted the error xD the function name line shouldn't have a finishing ; RE: Basic Elevator - Unearthlybrutal - 06-23-2012 Now it should work Spoiler below!
RE: Basic Elevator - MaZiCUT - 06-23-2012 I still get the same error, i really appreciate everyone trying to help me but i don't know what's causing this random fatal error!!?!?!! THIS IS MADNESS (lol) Anyways the { token under the function has no reason to be unexpected.. damn RE: Basic Elevator - Cruzore - 06-23-2012 Heck, paste the whole script again, I have no idea what you have fixed by now RE: Basic Elevator - MaZiCUT - 06-23-2012 The whole script as of now: void OnStart() { AddUseItemCallback("", "Room_Key", "RoomDoor", "RoomOpened", true); AddEntityCollideCallback("Player", "ClosetShut", "ClosetShutFunc", true, 1); AddEntityCollideCallback("Player", "EasterEggOpen", "EasterEggFunc", true, 1); AddEntityCollideCallback("Player", "EasterEggActive", "EasterEggFunction", true, 1); AddEntityCollideCallback("Player", "FadeIn", "FadeInFunction", true, 1); PlayMusic("Ambient_Ghost",true,1,0,0,false); FadeOut(0); // Instantly fades the screen out. (Good for starting the game) FadeIn(20); // Amount of seconds the fade in takes FadeImageTrailTo(2, 2); FadeSepiaColorTo(100, 4); SetPlayerActive(false); FadePlayerRollTo(50, 220, 220); // "Tilts" the players head FadeRadialBlurTo(0.15, 2); SetPlayerCrouching(true); // Simulates being on the ground AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last ChangePlayerStateToNormal(); SetPlayerActive(true); FadePlayerRollTo(0, 33, 33); // Change all settings to defaults FadeRadialBlurTo(0.0, 1); FadeSepiaColorTo(0, 4); SetPlayerCrouching(false); FadeImageTrailTo(0,1); SetEntityPlayerInteractCallback("ButtonTeleport", "Interaction", false); } void ButtonDownMessage(string &in entity) { SetMessage("Messages", "ElevatorDown", 0); } void FadeInFunction(string &in asParent, string &in asChild, int alState) { FadeIn(20); } void Interaction(string &in asEntity); { TeleportPlayer("StartElevator"); FadeOut(0); PlaySoundAtEntity("", "14_elevator_activate.snt", "Player", 0, true); } void EasterEggFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("EasterEggOpen", true); } void ClosetShutFunc(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("ExorcistCloset", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(55.0f, true); } void EasterEggFunc(string &in asParent, string &in asChild, int alState) { SetSwingDoorLocked("EasterEggDoor", false, true); PlaySoundAtEntity("", "unlock_door.snt", "Player", 0, false); } void RoomOpened(string &in item, string &in door) { SetSwingDoorLocked("RoomDoor", false, true); PlaySoundAtEntity("", "unlock_door", "RoomDoor", 0, false); RemoveItem("Room_Key"); } void RoomMessage(string &in entity) { if(GetSwingDoorLocked("RoomDoor") == true) { SetMessage("Messages", "RoomMSG", 0); } } void OnEnter() { } void OnLeave() { } RE: Basic Elevator - Unearthlybrutal - 06-23-2012 Spoiler below!
RE: Basic Elevator - Cruzore - 06-23-2012 This one should work. Basically, I changed some function syntaxes, and most importantly, you got a ; at 1 of the function name lines, which shouldn't be there. I'll just paste the whole thing again: void OnStart() { AddUseItemCallback("", "Room_Key", "RoomDoor", "RoomOpened", true); AddEntityCollideCallback("Player", "ClosetShut", "ClosetShutFunc", true, 1); AddEntityCollideCallback("Player", "EasterEggOpen", "EasterEggFunc", true, 1); AddEntityCollideCallback("Player", "EasterEggActive", "EasterEggFunction", true, 1); AddEntityCollideCallback("Player", "FadeIn", "FadeInFunction", true, 1); PlayMusic("Ambient_Ghost",true,1,0,0,false); FadeOut(0); // Instantly fades the screen out. (Good for starting the game) FadeIn(20); // Amount of seconds the fade in takes FadeImageTrailTo(2, 2); FadeSepiaColorTo(100, 4); SetPlayerActive(false); FadePlayerRollTo(50, 220, 220); // "Tilts" the players head FadeRadialBlurTo(0.15, 2); SetPlayerCrouching(true); // Simulates being on the ground AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last ChangePlayerStateToNormal(); SetPlayerActive(true); FadePlayerRollTo(0, 33, 33); // Change all settings to defaults FadeRadialBlurTo(0.0, 1); FadeSepiaColorTo(0, 4); SetPlayerCrouching(false); FadeImageTrailTo(0,1); SetEntityPlayerInteractCallback("ButtonTeleport", "Interaction", false); } void ButtonDownMessage(string &in asEntity) { SetMessage("Messages", "ElevatorDown", 0); } void FadeInFunction(string &in asParent, string &in asChild, int alState) { FadeIn(20); } void Interaction(string &in asEntity) { TeleportPlayer("StartElevator"); FadeOut(0); PlaySoundAtEntity("", "14_elevator_activate.snt", "Player", 0, true); AddTimer("", 2, "FadeInElevator"); } void FadeInElevator(string &in AsTimer) { FadeIn(3); } void EasterEggFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("EasterEggOpen", true); } void ClosetShutFunc(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("ExorcistCloset", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(55.0f, true); } void EasterEggFunc(string &in asParent, string &in asChild, int alState) { SetSwingDoorLocked("EasterEggDoor", false, true); PlaySoundAtEntity("", "unlock_door.snt", "Player", 0, false); } void RoomOpened(string &in asItem, string &in asEntity) { SetSwingDoorLocked("RoomDoor", false, true); PlaySoundAtEntity("", "unlock_door.snt", "RoomDoor", 0, false); RemoveItem("Room_Key"); } void RoomMessage(string &in asEntity) { if(GetSwingDoorLocked("RoomDoor") == true) { SetMessage("Messages", "RoomMSG", 0); } } void OnEnter() { } void OnLeave() { } RE: Basic Elevator - MaZiCUT - 06-23-2012 Oh my god i don't know how you did it but you did it!!! (I used Unearthlybrutals fixed one) Now the only problem is, everything's working but when i press that above button that's going to teleport me: i hear the sound i put there and all and he fades out as should, but he never fades in for some reason. |