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.lang / script error... - 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: .lang / script error... (/thread-12666.html) Pages:
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.lang / script error... - LocalParty - 01-17-2012 Okey soooo i have a .lang file that looks like this Jag venneh vad det ska handla om än! Men storyn' kommer vara så jäääävla grym! ![]() "Key To A Locked Door…" Iron Key "A Key!!!" Rusty Key RUUUN!!! Don't look back… Right, Left, Left, Right... Everything works but not the last thing... The RUN DON LOCK BACK SHIIIIT! The script looks like. void OnStart() { AddTimer("pianotimer", 0, "pianotimer"); AddEntityCollideCallback("Player", "pianostop", "pianostop", true, 1); AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1); AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1); AddEntityCollideCallback("Player", "Run_1", "MonsterFunction_2", false, 1); AddEntityCollideCallback("Player", "Face", "MonsterFunction_3", false, 1); AddEntityCollideCallback("Player", "Face_1", "MonsterFunction_4", false, 1); AddEntityCollideCallback("Player", "Face_2", "MonsterFunction_5", false, 1); AddEntityCollideCallback("Player", "Spawn", "Spawn", true, 1); } void pianotimer(string &in asTimer) { PlaySoundAtEntity("piano", "general_piano03", "piano", 0, false); AddTimer("pianotimer", 18, "pianotimer"); } void pianostop(string &in asParent, string &in asChild, int alState) { StopSound("piano", 0); RemoveTimer("pianotimer"); SetLeverStuckState("piano", -1, true); AddPropImpulse("piano", 0, 0, 100, "World"); PlaySoundAtEntity("piano", "break_wood", "piano", 0, false); CreateParticleSystemAtEntity("", "ps_dust_impact.ps", "impact", false); } void func_slam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("castle_1", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); } void MonsterFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("hanging_corpse", true); StartScreenShake( 0.02, 1, 0.5, 0.5); GiveSanityDamage(5.0f, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); } void MonsterFunction_2(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_grunt_2", true); ShowEnemyPlayerPosition("servant_grunt_2"); StartScreenShake( 0.02, 3, 1, 1); GiveSanityDamage(5.0f, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); SetMessage("Information", "run", 1); CheckPoint ("", "PlayerStartArea_2", "CALLBACKFUNC", "DeathHint", "Description1"); } void MonsterFunction_3(string &in asParent, string &in asChild, int alState) { SetEntityActive("hanging_prisoner_1", true); StartScreenShake( 0.02, 1, 0.5, 0.5); GiveSanityDamage(5.0f, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); } void MonsterFunction_4(string &in asParent, string &in asChild, int alState) { SetEntityActive("hanging_prisoner_3", true); SetEntityActive("hanging_prisoner_4", true); StartScreenShake( 0.02, 1, 0.5, 0.5); GiveSanityDamage(5.0f, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); } void MonsterFunction_5(string &in asParent, string &in asChild, int alState) { SetEntityActive("hanging_prisoner_2", true); StartScreenShake( 0.02, 1, 0.5, 0.5); GiveSanityDamage(5.0f, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); } void Spawn(string &in asParent, string &in asChild, int alState) { CheckPoint ("", "PlayerStartArea_2", "", "DeathHint", "Description1"); } //////////////////////////// // Run when entering map void OnEnter() { AddUseItemCallback("", "CastleKey_1", "castle_2", "UsedKeyOnDoor", true); SetEntityCallbackFunc("CastleKey_1", "OnPickup"); SetEntityPlayerInteractCallback("Level_2", "TeleportFunction", true); AddUseItemCallback("", "CastleKey_2", "castle_1", "UsedKeyOnDoor_1", true); } void UsedKeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("castle_2", false, true); PlaySoundAtEntity("", "unlock_door.snt", "castle_2", 0, false); RemoveItem("CastleKey_1"); } void UsedKeyOnDoor_1(string &in asItem, string &in asEntity) { SetSwingDoorLocked("castle_1", false, true); PlaySoundAtEntity("", "unlock_door.snt", "castle_1", 0, false); RemoveItem("CastleKey_2"); } void OnPickup(string &in asEntity, string &in type) { SetEntityActive("monster_grunt", true); ShowEnemyPlayerPosition("monster_grunt"); StartScreenShake( 0.02, 1, 0.5, 0.5); SetPropHealth("castle_1", 0.0f); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); } void TeleportFunction(string &in asEntity) { ChangeMap("Empty_Spaces2", "PlayerStartArea_1", "", ""); } HELP ME!!!!! RE: .lang / script error... - LocalParty - 01-17-2012 Someone? RE: .lang / script error... - flamez3 - 01-17-2012 Try deleting the !!! out of it. RE: .lang / script error... - SilentStriker - 01-17-2012 Do you mean the deathhint Run don't look back? RE: .lang / script error... - LocalParty - 01-17-2012 (01-17-2012, 06:02 PM)SilentStriker Wrote: Do you mean the deathhint Run don't look back?Yeah... ![]() RE: .lang / script error... - EmmetVG - 01-17-2012 Can you give me the whole CS? then i should find the problem. RE: .lang / script error... - SilentStriker - 01-17-2012 Why does it say CALLBACKFUNC on one checkpoint and nothing in the other? RE: .lang / script error... - LocalParty - 01-17-2012 (01-17-2012, 08:27 PM)SilentStriker Wrote: Why does it say CALLBACKFUNC on one checkpoint and nothing in the other?Yeah i did not use it... Should i remove? ![]() RE: .lang / script error... - SilentStriker - 01-17-2012 I have never done a checkpoint script before but I'm looking at others checkpoint scripts... Try with removing the Callbackfunc part. If that not works then write Checkpoint01 and just write void Checkpoint01(string &in asName, int alCount) { } RE: .lang / script error... - LocalParty - 01-17-2012 (01-17-2012, 08:42 PM)SilentStriker Wrote: I have never done a checkpoint script before but I'm looking at others checkpoint scripts...Its Solved! Tnx! ![]() |