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Wall script - 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: Wall script (/thread-13808.html) |
RE: Wall script - flamez3 - 03-07-2012 I don't like spoonfeeding everyone all the time lol RE: Wall script - Saren - 03-07-2012 (03-07-2012, 03:28 PM)flamez3 Wrote: I don't like spoonfeeding everyone all the time lolI see that.... xD But you could have said.... there's something missing in the callback.... THAT would have made me like..... hmm... let's see here.. what's missing.... AAAHHH xD EDIT: oh goody.... still not working //Cell wall AddUseItemCallback("", "Hammer & Chipper", "cell_breakable_wall_1", "BreakWall", false); } void BreakWall(string &in asItem, string &in asEntity) { SetSwingDoorLocked("cell_breakable_wall_1", false, true); PlaySoundAtEntity("", "unlock_door", "cell_breakable_wall_1", 0, false); SetEntityActive("cell_breakable_wall_1", false); } void OnLeave() { } HOW CAN THAT BE WRONG.... SERIOUSLY!? RE: Wall script - flamez3 - 03-07-2012 I did say that you missed the internal name alot of times actually. Anyway. Can you post the entire script instead of posting the one callback and function. RE: Wall script - Ardoetia - 03-08-2012 I would use: AddUseItemCallback("", "stone_hammer_chipper", "cell_breakable_wall_1", "BreakWall", false); } void BreakWall(string &in asItem, string &in asEntity) { //SetSwingDoorLocked("cell_breakable_wall_1", false, true); //PlaySoundAtEntity("", "unlock_door", "cell_breakable_wall_1", 0, false) SetEntityActive("cell_breakable_wall_1", false); SetEntityActive("cell_breakable_wall_broken_1", true); } Where the "cell_breakable_wall_broken_1" is a placed wall you have placed yourself inside the first one, and making it inactive. Aswell as "stone_hammer_chipper" is the trivial name of the hammer & chipper. I think it might bug if you rename it to that, I just use the trivial or no spaces. //PlaySoundAtEntity("", "unlock_door", "cell_breakable_wall_1", 0, false) I dont feel like that sound would fit the settings though ![]() RE: Wall script - Saren - 03-08-2012 (03-08-2012, 04:27 AM)Ardoetia Wrote: I would use:I agree, I got the Hammer & Chipper name from a friend of mine, he thought it was called that and I was like.. hm.... really? If you say so.. lol (03-07-2012, 11:12 PM)flamez3 Wrote: I did say that you missed the internal name alot of times actually. Anyway. Can you post the entire script instead of posting the one callback and function.Of course I could but, that's the only thing that could be something wrong with, everything else works.... but here // Run when entering map void OnStart() { AddUseItemCallback("", "Prisonkey", "prisondoor", "UsedKeyOnDoor", true); AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1); AddUseItemCallback("Hammer & Chipper", "cell_breakable_wall_1", "BreakWall", true); } void UsedKeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("prisondoor", false, true); PlaySoundAtEntity("", "unlock_door", "prisondoor", 0, false); RemoveItem("Prisonkey"); } //Prison brute void MonsterFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_brute", true); AddEnemyPatrolNode("servant_brute", "PathNodeArea_1", 2, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_3", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_5", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_6", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_7", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_8", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_9", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_10", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_11", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_12", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_13", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_14", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_15", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_16", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_17", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_18", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_19", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_20", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_21", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_22", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_23", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_24", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_25", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_26", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_27", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_28", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_29", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_30", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_31", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_32", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_33", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_34", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_35", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_36", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_37", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_38", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_39", 0, ""); AddEnemyPatrolNode("servant_brute", "PathNodeArea_40", 0, ""); } void Despawnservant_brute(string &in asParent , string &in asChild , int alState) { SetEntityActive("servant_brute", false); } //Cell wall AddUseItemCallback("", "Hammer & Chipper", "cell_breakable_wall_1", "BreakWall", false); } void BreakWall(string &in asItem, string &in asEntity) { SetSwingDoorLocked("cell_breakable_wall_1", false, true); PlaySoundAtEntity("", "unlock_door", "cell_breakable_wall_1", 0, false); SetEntityActive("cell_breakable_wall_1", false); } void OnLeave() { } RE: Wall script - flamez3 - 03-08-2012 You still haven't put the "" behind Hammer & Chipper ion the AddUseItemCallback. RE: Wall script - Saren - 03-08-2012 (03-08-2012, 08:12 AM)flamez3 Wrote: You still haven't put the "" behind Hammer & Chipper ion the AddUseItemCallback.Uhm... yes I have AddUseItemCallback("", "Hammer & Chipper", "cell_breakable_wall_1", "BreakWall", false); They are right there? RE: Wall script - flamez3 - 03-08-2012 Sorry, wasn't thinking. ALL Callbacks go into the void OnStart(). RE: Wall script - Saren - 03-08-2012 (03-08-2012, 11:18 AM)flamez3 Wrote: Sorry, wasn't thinking. ALL Callbacks go into the void OnStart().Wait, can't you only type 1 of those? Af the second line of the .hps? RE: Wall script - flamez3 - 03-08-2012 No. You can have as many as you need. Only that the functions have different names. |