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Message on locked doors - 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: Message on locked doors (/thread-19304.html) Pages:
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Message on locked doors - giacomo9 - 11-21-2012 Hello! What should I do, when I want to show to player a message, like "The door is closed. I must find a key", when he tries to open a locked door? I tried to solve this problem by these tips, but the message does not show up. http://wiki.frictionalgames.com/hpl2/tutorials/script/adding_messages_to_locked_doors Examples of a scripts are welcome ![]() RE: Message on locked doors - FlawlessHappiness - 11-21-2012 Do you have a .lang file? A separate file from .hps files. It should be beside the custom_story_settings.cfg file RE: Message on locked doors - giacomo9 - 11-21-2012 Yes, I have. I did everything step by step, as it is in the tutorial, but it doesn't works. I have no idea where it could be a mistake... RE: Message on locked doors - FlawlessHappiness - 11-21-2012 Show us your script and .lang file ![]() RE: Message on locked doors - giacomo9 - 11-21-2012 Script: void Messagedoor(string &in entity) { if(GetSwingDoorLocked("sierociniec") == true) { SetMessage("Messages", "zamkniete", 0); } } .lang file: <CATEGORY Name="Messages"> <Entry Name =“zamkniete”>To glowne drzwi do sierocinca. Sa zamkniete. Musze znalezc inne wyjscie.</Entry> </CATEGORY> RE: Message on locked doors - FlawlessHappiness - 11-21-2012 And where did you place this: "Messagedoor" In the level editor, or in the script file? RE: Message on locked doors - giacomo9 - 11-21-2012 In the lever editor ("PlayerEntityCallback" in this door where message should be). And in script file (Here's all script. I used bold to show the script message) //////////////////////////// // Run when starting map void OnStart() { AddUseItemCallback("", "basementkey_1", "basement_1", "KeyOnDoor", true); AddUseItemCallback("", "corridorkey", "corridor_1", "KeyOnDoor_2", true); AddEntityCollideCallback("Player", "tp_1", "DeadOne", true, 1); AddEntityCollideCallback("Player", "tp_2", "ColinBody", true, 1); SetEntityCallbackFunc("corridorkey", "OnPickup"); AddEntityCollideCallback("stevie_1", "fade_1", "fade1", true, 1); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("basement_1", false, true); PlaySoundAtEntity("", "unlock_door", "basement_1", 0, false); } void DeadOne(string &in asParent, string &in asChild, int alStates) { SetEntityActive("GhostOne", true); AddPropForce("GhostOne", 0, 0, -100000, "world"); PlaySoundAtEntity("", "24_iron_maiden.snt", "GhostOne", 0, false); } void ColinBody(string&in asParent, string &in asChild, int alStates) { SetEntityActive("ColinBody", true); AddPropForce("ColinBody", 0, 0, 0, "world"); PlaySoundAtEntity("", "24_burn.snt", "ColinBody", 0, false); } void OnPickup(string &in asEntity, string &in type) { SetEntityActive("stevie_1", true); AddEnemyPatrolNode("stevie_1", "PathNodeArea_1", 0.1, ""); AddEnemyPatrolNode("stevie_1", "PathNodeArea_2", 0.1, ""); AddEnemyPatrolNode("stevie_1", "PathNodeArea_3", 0.1, ""); AddEnemyPatrolNode("stevie_1", "PathNodeArea_4", 0.1, ""); AddEnemyPatrolNode("stevie_1", "PathNodeArea_5", 0.1, ""); } void fade1(string &in asParent, string &in asChild, int alState) { FadeEnemyToSmoke("stevie_1", true); } void KeyOnDoor_2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("corridor_1", false, true); PlaySoundAtEntity("", "unlock_door", "corridor_1", 0, false); } void Messagedoor(string &in entity) { if(GetSwingDoorLocked("sierociniec") == true) { SetMessage("Messages", "zamkniete", 0); } } RE: Message on locked doors - FlawlessHappiness - 11-21-2012 Looks fine. Check if names are correct. Capitals and such are very important. Does you .lang file work? Does any other text show up? RE: Message on locked doors - giacomo9 - 11-21-2012 I checked the names, brackets and capitals many times. Everything fits, and the messages still do not see. Yes, everything else in .lang file show up. RE: Message on locked doors - FlawlessHappiness - 11-21-2012 Oh, yes the syntax. You wrote: (string &in entity) When it should be: (string &in asEntity) |