RE: Errors on my errors?! - JenniferOrange - 08-17-2011
DARN, I wanted cake Acies
RE: Errors on my errors?! - JetlinerX - 08-17-2011
ARGHHHHHHHHHHH I AM ABOUT TO THROW MY COMPUTER OUT A FREAKING WINDOW!!!!!!!!!!!! WTFFFFFFFFF
WHY DO I STILL HAVE ERRORS!!!!!!!!!!!!!!!!!!!!!!!
D:<
RE: Errors on my errors?! - JenniferOrange - 08-17-2011
Jeez Jet lol.
The OnStart having a problem with me happened once before, and I fixed it by scrapping the entire script. /: If all else fails, you might have to.
RE: Errors on my errors?! - JetlinerX - 08-18-2011
I cant, this is my only achievement in scripting :'(
RE: Errors on my errors?! - JenniferOrange - 08-18-2011
Jet, let me try and test your script on my 'puter.
Send me your map, please? Promise I won't look into it, just need it so the game will find everything.
RE: Errors on my errors?! - JetlinerX - 08-18-2011
JenniferOrange is now dubed "Beta Tester for 'The Attic'"
RE: Errors on my errors?! - JetlinerX - 08-18-2011
Can anyone take a good guess as to why this code:
Code: void OnStart()
{
AddEntityCollideCallback("Player", "attic_sound_scare1", "OnBegin", true, 1);
SetEntityPlayerInteractCallback("key_1", "OnPickup", true);
AddEntityCollideCallback("Player", "atticdoorslam", "DoorScare", true, 1);
AddEntityCollideCallback("Player", "atticscare", "AtticScare", true, 1);
AddUseItemCallback("", "key_1", "mansion_8", "UsedKeyOnDoor", true);
}
void OnBegin(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "amb_idle_whimp.snt", "attic_sound_scare1", 0.0f, true);
PlaySoundAtEntity("", "insanity_baby_cry.snt", "attic_sound_scare1", 0.0f, true);
PlaySoundAtEntity("", "door_level_cistern_close.snt", "attic_sound_scare1", 0.0f, true);
PlaySoundAtEntity("", "general_thunder.snt", "attic_sound_scare1", 0.0f, true);
PlaySoundAtEntity("", "break_stairs.snt", "attic_sound_scare1", 0.0f, true);
}
void OnPickup(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("atticscare", true);
}
void DoorScare(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_8", true, true);
SetSwingDoorLocked("mansion_8", true, true);
PlaySoundAtEntity("", "door_level_cistern_close.snt", "Player", 0.0f, true);
}
void AtticScare(string &in asParent, string &in asChild, int alState)
{
CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor1", false);
CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor1", false);
CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor2", false);
CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor2", false);
CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor3", false);
CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor3", false);
CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor4", false);
CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor4", false);
PlaySoundAtEntity("", "lurker_hit_Wood", "Player", 0, false);
GiveSanityDamage(20, true);
AddPlayerBodyForce(-40000, 25000, 0, false);
FadePlayerRollTo(75, 3, 2);
StartPlayerLookAt("mansion_8", 2, 2, "");
SetPlayerCrouching(true);
AddTimer("", 2, "Timer1");
AddTimer("", 10, "Timer2");
GivePlayerDamage(10, "BloodSplat", false, false);
SetLanternDisabled(true);
PlaySoundAtEntity("", "player_bodyfall", "Player", 0, false);
FadeRadialBlurTo(1, 0.5);
}
void Timer1(string &in asTimer)
{
StartPlayerLookAt("level_celler_1", 0.4, 0.4, "");
FadePlayerRollTo(-75, 3, 2);
AddTimer("", 2, "Timer3");
PlaySoundAtEntity("", "react_sigh", "Player", 0, false);
}
void Timer3(string &in asTimer)
{
PlaySoundAtEntity("", "react_sigh", "Player", 0, false);
StartPlayerLookAt("level_celler_1", 0.7, 0.7, "");
FadePlayerRollTo(0, 0, 0);
AddTimer("", 2, "Timer5");
FadeRadialBlurTo(0, 1);
}
void Timer5(string &in asTimer)
{
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
}
void Timer2(string &in asTimer)
{
SetPlayerCrouching(false);
StopPlayerLookAt();
SetLanternDisabled(false);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_8", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "mansion_8", 0, false);
RemoveItem("key_1");
}
void OnLeave ()
{
}
Is not making my "AtticScare" still not trigger?
RE: Errors on my errors?! - DRedshot - 08-18-2011
instead of "SetEntityPlayerInteractCallback" i'd do something else.
1. Click on "Key_1" in level editor
2. Click the tab on the right of the screen
3. In the first callback box, type a name, for example "OnInteract"
4. Hover over the box, and read the description. it should say "asType can be OnBreak, OnIgnite, OnPickup"
5. In your script write
void OnInteract(string &in asEntity , string &in asType)
{
// OnInteract must be exactly the same as the name you typed into that box in level editor
if(asType=="OnPickup"){
SetEntityActive("atticscare", true);
}
}
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