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Why wouldn't this script work? - 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: Why wouldn't this script work? (/thread-15705.html) Pages:
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Why wouldn't this script work? - Battlefield3142 - 05-29-2012 (in OnStart) AddEntityCollideCallback("Player", "popout1", "SetEntityActive", false, 0); (When player crosses a script box called popout1, an entity is set active. then void SetEntityActive(string& jesus, bool abActive); { if(HasItem("scarykey_1") == false) return; SetEntityActive("jesus"); } if a player has an item called scarykey_1, this wont happen and it will return to unactive make entity (a rag doll called jesus) active. for some reason I receive an error when launching the map. not sure why. RE: Why wouldn't this script work? - Your Computer - 05-29-2012 You can't overload a function with the same return type and parameters. Also, function headers don't end with a semi-colon. RE: Why wouldn't this script work? - Battlefield3142 - 05-29-2012 There we go! Thanks! Stupid typing mistakes... ![]() wait.. still something came up.. sorry is this what you were saying? AddEntityCollideCallback("Player", "popout1", "SetEntityActive", false, 0); void SetEntityActive(string &in Player, string &in popout1, int alState) { if(HasItem("scarykey_1"); SetEntityActive("jesus"); } RE: Why wouldn't this script work? - Prelauncher - 05-29-2012 You know, you don't have to make a new thread for every question RE: Why wouldn't this script work? - Battlefield3142 - 05-29-2012 Oh, sorry. I didnt mean to upset anyone. ![]() but still, yes I have read the tutorial, I am still not to sure what the problem is. I know, I probably seem like the biggest retard on the forum, but when I don't know I'm not sure where else to turn besides here or the script functions page. But even then, sometimes I don't get exactly want to put in the parameters. RE: Why wouldn't this script work? - Prelauncher - 05-29-2012 Don't worry man, we've seen the retards on the forum and you're not one of them ![]() (string &in asParent, string &in asChild, int alState) RE: Why wouldn't this script work? - Your Computer - 05-29-2012 SetEntityActive(string) does not exist. You're missing the second argument next to "jesus". RE: Why wouldn't this script work? - Battlefield3142 - 05-29-2012 ok, so i put that for the void part, but in the {} I have { if(HasItem("scarykey_1"); SetEntityActive("jesus"); } so that if player has a key, then the weird figure will appear (named jesus) I don't see any other way to say that in the callback besides that. Unless theres some weird formula of words lol. I cant find them on the SF page. Again, thanks for still helping! RE: Why wouldn't this script work? - Prelauncher - 05-29-2012 SetEntityActive("jesus", true); RE: Why wouldn't this script work? - Battlefield3142 - 05-30-2012 ok so, my script now looks like this AddEntityCollideCallback("Player", "popout2", "SetEntityActive", false, 0); //(this is my second collide callback if that means something. But "SetEntityActive" is only used once.) void SetEntityActive(string &in asParent, string &in asChild, int alState) { if(HasItem("scarykey_1") == false) return; SetEntityActive("jesus", true); } I've looked over this like 9 times now, both on the script functions page and feedback from you guys. And Computer, what do you mean SetEntityAcitve has no (string) it does in the functions page. (05-30-2012, 04:24 AM)Battlefield3142 Wrote: ok so, my script now looks like thisI made a new script box btw called popout2, thats why thats different. |