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Key Dosen't Open Door - onv - 02-22-2012 Hello. I got a problem with my script (i think it's from the script) Here's my script //////////////////////////// // Run when entering map void OnStart() { AddUseItemCallback("", "stone_hammer_move_1", "cellar_wood01_1", "break1", false); AddUseItemCallback("", "stone_hammer_move_1", "castle_silent_1", "break2", false); AddUseItemCallback("", "key_sewer_1", "prison_1", "UsedKeyOnDoor", true); SetSanityDrainDisabled(true); SetEntityPlayerLookAtCallback("sign_cistern_1", "MessageCitern", false); SetEntityPlayerLookAtCallback("sign_cistern_entrance_chain_1", "MessageCitern2", false); SetEntityPlayerInteractCallback("castle_silent_1", "MessageDoor", false); SetEntityPlayerInteractCallback("key_sewer_1", "ActiveArea", true); SetEntityPlayerInteractCallback("tinderbox_4", "SpawnCorpse", true); SetEntityPlayerInteractCallback("stone_hammer_move_1", "CompleteQuestlol", true); AddEntityCollideCallback("Player", "ScriptArea_1", "Hurt", false, 1); AddEntityCollideCallback("Player", "ScriptArea_2", "HammerScare", true, 1); AddEntityCollideCallback("Player", "ScriptArea_4", "Armor", true, 1); } void UsedKeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorClosed("prison_1", false, true); PlaySoundAtEntity("", "unlock_door", "prison_1", 0, false); RemoveItem("key_sewer_1"); GiveSanityBoost(); } void CompleteQuestlol(string &in asItem, string &in asEntity) { CompleteQuest("HammerTakeQuest", "quest01"); } void MessageDoor(string &in asEntity) { SetMessage("MessagesDoor", "One", 3.0f); } void Hurt(string &in asParent, string &in asChild, int alState) { GivePlayerDamage(5.0f, "BloodSplat", true, false); SetMessage("Messages", "One", 4.0f); } void HammerScare(string &in asParent, string &in asChild, int alState) { SetPlayerActive(false); SetEntityActive("stone_hammer_move_1", true); AddPropForce("stone_hammer_move_1", 4600, 0, 0, "world"); StartPlayerLookAt("stone_hammer_move_1", 3.1f, 5.0f, ""); AddTimer("timer01", 0.2f, "TakeDamage"); } void Armor(string &in asParent, string &in asChild, int alState) { SetEntityActive("armour_nice_complete_4", true); SetEntityActive("armour_nice_complete_5", true); SetEntityActive("armour_nice_complete_6", true); SetEntityActive("armour_nice_complete_7", true); SetEntityActive("armour_nice_complete_8", true); GiveSanityDamage(10.0f, true); PlaySoundAtEntity("", "24_iron_maiden.snt", "armour_nice_complete_6", 0, false); AddTimer("timerarmor", 1.0f, "noarmor"); } void TakeDamage(string &in asTimer) { GivePlayerDamage(10.0f, "BloodSplat", true, false); PlaySoundAtEntity("", "player_falldamage_max.snt", "Player", 0, false); AddTimer("timer454", 1.0f, "stopnope"); } void noarmor(string &in asTimer) { SetEntityActive("armour_nice_complete_4", false); SetEntityActive("armour_nice_complete_5", false); SetEntityActive("armour_nice_complete_6", false); SetEntityActive("armour_nice_complete_7", false); SetEntityActive("armour_nice_complete_8", false); } void stopnope(string &in asTimer) { StopPlayerLookAt(); SetPlayerActive(true); AddTimer("timerhammerlol", 0.5f, "relook"); } void relook(string &in asTimer) { StartPlayerLookAt("stone_hammer_move_1", 1.0f, 3.0f, ""); SetPlayerActive(false); AddTimer("timerhammerlol", 2.0f, "redelook"); } void redelook(string &in asTimer) { StopPlayerLookAt(); SetPlayerActive(true); AddQuest("HammerTakeQuest", "quest01"); } void MessageCitern(string &in asEntity, int alState) { SetMessage("Messages", "Two", 2.0f); } void MessageCitern2(string &in asEntity, int alState) { SetMessage("Messages", "Three", 3.0f); } void break1(string &in asItem, string &in asEntity) { SetPropHealth("cellar_wood01_1", 0.0f); GivePlayerDamage(20, "BloodSplat", false, true); } void break2(string &in asItem, string &in asEntity) { SetPropHealth("castle_silent_1", 0.0f); GivePlayerDamage(20, "BloodSplat", false, true); } void ActiveArea(string &in asEntity) { AddEntityCollideCallback("Player", "ScriptArea_3", "Monster", true, 1); } void SpawnCorpse(string &in asEntity) { SetEntityActive("corpse_bloody_1", true); GiveSanityDamage(10.0f, true); PlaySoundAtEntity("", "24_iron_maiden.snt", "corpse_bloody_1", 0, false); } void Monster(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_grunt_1", true); GiveSanityDamage(5.0f, true); for(int i = 1; i < 11; i++) { AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_"+i, 0, "Idle"); } } //////////////////////////// // Run when leaving map void OnLeave() { } When i take the key , and try to open the door : -I got the sanity boost , just like in the script -the "unlock_door" sound is played , just like in the script -the "key_sewer_1" key is removed , just like in the script But my Door is still locked. My door isn't too big (because sometimes , if your door is too big for the doorway , it cannot open.) , and i can move it like 10 degrees , like i didn't did nothing. Anyone know how to fix this ? Thanks RE: Key Dosen't Open Door - Unearthlybrutal - 02-22-2012 Change: SetSwingDoorClosed("prison_1", false, true); To: SetSwingDoorLocked("prison_1", false, true); RE: Key Dosen't Open Door - onv - 02-23-2012 Oh , i'm sorry , i didn't saw this Thanks ! RE: Key Dosen't Open Door - Unearthlybrutal - 02-23-2012 (02-23-2012, 04:33 PM)onv Wrote: Oh , i'm sorry , i didn't saw thisNo Problem |