2 keys 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: 2 keys script (/thread-13893.html) Pages:
1
2
|
2 keys script - FlawlessHappiness - 03-10-2012 I'm having 2 keys in my map. The first key you can pick up unlocks a door into another room. On the way to the locked door, you pass another locked door. But when you unlock the door with the valid key, the other door becomes unlocked automatic... However the next key still works on the newly unlocked door... Here is my script: //////////////////////////// // Run first time starting map void OnStart() { } //////////////////////////// // Run when entering map void OnEnter() { AddUseItemCallback("", "key1", "door1", "KeyOnDoor", true); AddUseItemCallback("", "key2", "door2", "KeyOnDoor", true); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("door1", false, true); PlaySoundAtEntity("", "unlock_door", "door1", 0, false); RemoveItem("key1"); SetSwingDoorLocked("door2", false, true); PlaySoundAtEntity("", "unlock_door", "door2", 0, false); RemoveItem("key2"); } //////////////////////////// // Run when leaving map void OnLeave() { } What is wrong? RE: 2 keys script - flamez3 - 03-10-2012 //////////////////////////// // Run first time starting map void OnStart() { } //////////////////////////// // Run when entering map void OnEnter() { AddUseItemCallback("", "key1", "door1", "KeyOnDoor", true); AddUseItemCallback("", "key2", "door2", "KeyOnDoor", true); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked(asEntity , false, true); PlaySoundAtEntity("", "unlock_door", "asEntity", 0, false); RemoveItem(asItem); } //////////////////////////// // Run when leaving map void OnLeave() { } Use this one: They don't figure themselves out. If you put those veents in there, the game will do both of them, not in the order you put them in.
RE: 2 keys script - Stepper321 - 03-10-2012 Quote:////////////////////////////No it's this one. RE: 2 keys script - FlawlessHappiness - 03-10-2012 Yay it works!!! I occured another question not related to the keys... I have a room with 2 locked doors. In the middle is a table with a note. Behind one of the doors is a monster. I already set up the pathnotes (there is only 1) and made the monster inactive. Now i want it to go break the door (by just following the pathnote) when i pick up the note. But i cant make it work. Script: //////////////////////////// // Run first time starting map void OnStart() { AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1); } void SetEntityCallbackFunc("note3", "OnPickup"); { void OnPickup(string &in asItem, string &in asEntity) { SetEntityActive("PlayerCollide", true); void MonsterFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("monster1", true); AddEnemyPatrolNode("monster1", "PathNodeArea_1", 0, ""); } } } RE: 2 keys script - Stepper321 - 03-10-2012 You are doing much wrong, you can't do a void in the callbacks, and there must be an } after any callbacks. not after you did it all, i can't fix this sorry, its too messed for me RE: 2 keys script - flamez3 - 03-10-2012 (03-10-2012, 12:14 PM)Stepper321 Wrote:Correction: Both work.Quote:////////////////////////////No it's this one. (03-10-2012, 12:43 PM)Stepper321 Wrote: You are doing much wrong, you can't do a void in the callbacks, and there must be an } after any callbacks.Those are not callbacks. RE: 2 keys script - FlawlessHappiness - 03-10-2012 Instead of editing it, could you then try doing it the right way? On pickup - Monster spawn.. RE: 2 keys script - flamez3 - 03-10-2012 void OnStart() { SetEntityPlayerInteractCallback("notename", "MonsterSpawm", true); } void MonsterSpawn(string &in asEntity) { SetEntityActive("monstername", true); } RE: 2 keys script - FlawlessHappiness - 03-10-2012 It doesn't work... yes my FATAL ERROR messages disappear, but the monster spawn, or begin its pathnode... i tried editing after what you did, with no luck. I tried making the area get active when i pick up the node and then the area will make the monster spawn... but i guess it is impossible to use notes to trigger anything... RE: 2 keys script - flamez3 - 03-10-2012 No, you can trigger things with notes. Using the exact way I said. Post the scri[t of the edited version. |