lever problem - 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: lever problem (/thread-17298.html) |
lever problem - Lizard - 07-27-2012 I have a problem with lever i set in my cs. The first time i scripted it in, it worked perfectly, but now after that i copied that script into another file, and changed the names that need to be changed, it wont work. void OnStart() { SetEntityConnectionStateChangeCallback("bro_lever", "UnLockDoor"); } void UnLockDoor(string &in asEntity, int level_state) { if (level_state == 1) { SetSwingDoorLocked("castle_1", false, true); PlaySoundAtEntity("", "ui_sanity_gain", "Player", 0, false); GiveSanityBoost(); } } RE: lever problem - Adny - 07-27-2012 The script looks fine and should work properly. Make sure: -the new script file you pasted it into is an actual c++ script file and not just a .txt file -the .map and .hps files are named exactly the same -the .map and .hps files are in the same folder -both the lever and door names in the .hps file are exactly the same as in the level editor. RE: lever problem - Steve - 07-27-2012 I don't see anything wrong :| are you sure the names are correct? EDIT: Ninjaed XD RE: lever problem - Lizard - 07-27-2012 (07-27-2012, 03:43 PM)andyrockin123 Wrote: The script looks fine and should work properly. Make sure:it is a c++ script file, and i have other scripts that works fine in the same map and the lever and door names are excatly the same in both level editor and the .hps file I can upload the entire script. There might be something i missed //////////////////// //Run first time entering map void OnStart() { AddEntityCollideCallback("Player", "StartMusicArea", "StartMusic", true, 1); AddUseItemCallback("", "RustyKey", "metal_1", "UsedKeyOnDoor", true); SetEntityPlayerInteractCallback("ScareCabinet", "RoarScare", true); SetEntityConnectionStateChangeCallback("bro_lever", "UnLockDoor"); AddEntityCollideCallback("Player", "DeadBroArea", "BroStare", true, 1); } void StartMusic(string &in asParent, string &in asChild, int alState) { PlayMusic("ambience_haunting", true, 1, 2, 1, true); } void UsedKeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("metal_1", false, true); PlaySoundAtEntity("", "unlock_door", "metal_1", 0, false); RemoveItem("RustyKey"); } void RoarScare(string &in asEntity) { PlaySoundAtEntity("", "brute/enabled", "castle_1", 0, false); } void UnLockDoor(string &in asEntity, int level_state) { if (level_state == 1) { SetSwingDoorLocked("castle_1", false, true); PlaySoundAtEntity("", "ui_sanity_gain", "Player", 0, false); GiveSanityBoost(); } } void BroStare(string &in asParent, string &in asChild, int alState) { StartPlayerLookAt("grunt_body_part2_1", 1, 10, ""); SetPlayerActive(false); AddTimer("player_stare", 2, "Stare"); GiveSanityDamage(50, true); } void Stare(string &in asTimer) { SetPlayerActive(true); StopPlayerLookAt(); } //////////////////// //Run when entering map void OnEnter() { } //////////////////// //Run when leaving map void OnLeave() { } RE: lever problem - Adny - 07-27-2012 Try replacing your if statement with: if(GetLeverState("NAME_OF_LEVER") == 1) { ///do stuff } RE: lever problem - Lizard - 07-27-2012 (07-27-2012, 03:53 PM)andyrockin123 Wrote: Try replacing your if statement with:It worked, thanks man |