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 Static objects disappear / enemy deactivate - Smackdown -  01-04-2013
 
 -When I playe for example walls in the level editor, sometimes when I save and play then the custom map, the walls are just not there, but the new door is there, so its something about the static objects. What should I do?
 
 (I've replaced them etc.)
 
 _____________________________________________________________
 
 -I want that the enemy (servant_grunt_1) deactivates when I touch ScriptArea_10, how dies the script look like then? Can someone "write" it?
 
 Cause THAT DOESN'T WORK:
 
 
 Quote:void OnStart(){
 AddUseItemCallback("", "key_torture_chamber_1", "castle_arched01_1", "UsedKeyOnDoor", true);
 AddEntityCollideCallback("Player", "ScriptArea_1", "schweine", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_2", "schweinehang", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_3", "klang", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_4", "staub", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_5", "engel", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_6", "falle", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_7", "enemyklang", true, 1);
 AddEntityCollideCallback("Player" , "ScriptArea_8" , "wegpunkte" , true , 1);
 AddEntityCollideCallback("Player", "ScriptArea_9", "klang2", true, 1);
 AddUseItemCallback("", "key_torture_chamber_2", "mansion_1", "UsedKeyOnDoor2", true);
 AddEntityCollideCallback("Player", "ScriptArea_10", "deaktivierung", true, 1);
 }
 
 
 
 
 
 void deaktivierung(string &in asItem, string &in asEntity)
 
 {
 SetEnemyDisabled("servant_grunt_1", true);
 
 }
 
 
 
 
 
 
 
 
 void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_1", false, false);
 PlaySoundAtEntity("", "unlock_door.snt", "mansion_1", 0, false);
 RemoveItem("key_torture_chamber_2");
 AddDebugMessage("KeyOnDoor", false);
 }
 
 
 
 
 
 
 
 
 
 void klang2(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "scare_human_noices.snt", "Player", 0, false);
 
 
 
 }
 
 
 
 
 
 
 
 
 
 void wegpunkte(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("servant_grunt_1", true);
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, "Idle");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 0, "Idle");
 }
 
 
 
 
 
 
 
 
 
 
 
 
 void enemyklang(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "amb_idle_scratch.snt", "Player", 0, false);
 
 
 
 }
 
 
 
 
 
 
 
 
 void falle(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "lurker_hit_wood.snt", "Player", 0, false);
 SetEntityActive("armour_nice_complete_1", true);
 SetEntityActive("armour_nice_complete_2", true);
 
 
 }
 
 
 
 void engel(string &in asParent, string &in asChild, int alState)
 {
 StartPlayerLookAt("angel_statue_1", 15, 15, "");
 PlaySoundAtEntity("", "react_sigh.snt", "Player", 0, false);
 SetEntityActive("angel_statue_1", true);
 GiveSanityDamage(2.0f, true);
 AddTimer("opala",0.2f,"EnemyTimer");
 CreateParticleSystemAtEntity("E1PS", "ps_ghost_release.pss", "particlearea4", true);
 
 }
 
 
 
 
 
 
 
 
 
 
 
 void staub(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "28_done03.snt", "Player", 0, false);
 SetEntityActive("ParticleSystem_17", true);
 SetEntityActive("ParticleSystem_19", true);
 CreateParticleSystemAtEntity("E1PS", "ps_debris_tunnel.ps", "particlearea", true);
 CreateParticleSystemAtEntity("E1PS", "ps_debris_tunnel.ps", "particlearea2", true);
 
 }
 
 
 
 
 
 
 
 
 
 void klang(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "scare_baby_cry.snt", "Player", 0, false);
 
 }
 
 
 
 
 
 
 
 
 
 
 
 void schweinehang(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 GiveSanityDamage(5.0f, true);
 SetEntityActive("pig_corpse_hanging_1", true);
 SetEntityActive("pig_corpse_hanging_2", true);
 SetEntityActive("carcass_1", true);
 SetEntityActive("carcass_2", true);
 SetEntityActive("pig_corpse_hanging_3", true);
 SetEntityActive("pig_corpse_hanging_4", true);
 SetEntityActive("pig_corpse_hanging_5", true);
 SetEntityActive("pig_corpse_hanging_6", true);
 SetEntityActive("carcass_3", true);
 CreateParticleSystemAtEntity("E1PS", "ps_cloud_thing01.ps", "particlearea3", true);
 
 }
 
 
 
 
 void schweine(string &in asParent, string &in asChild, int alState)
 {
 PlaySoundAtEntity("", "scare_animal_squeal.snt", "Player", 0, false);
 GiveSanityDamage(5.0f, true);
 SetEntityActive("pig_corpse_26", true);
 SetEntityActive("pig_corpse_27", true);
 SetEntityActive("pig_corpse_28", true);
 SetEntityActive("pig_corpse_29", true);
 }
 
 
 
 
 
 
 
 
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("castle_arched01_1", false, false);
 PlaySoundAtEntity("", "unlock_door.snt", "castle_arched01_1", 0, false);
 RemoveItem("key_torture_chamber_1");
 AddDebugMessage("KeyOnDoor", false);
 }
 
 
 
 
 ////Timers
 void EnemyTimer(string &in asTimer)
 
 {
 
 if(asTimer == "opala")
 {
 StopPlayerLookAt();
 AddTimer("Scare2",30.5f,"EnemyTimer");
 }
 }
 
 Its hard for me with the script thing, cause I rarely understand english and script language even less.
 
 Thx for helping!
 
 
 RE: Static objects disappear / enemy deactivate - The chaser -  01-04-2013
 
 If there are map_cache in yuor maps folder, delete 'em. For the monster, do this (your script fixed):
 
 
 Code: void OnStart()
 {
 
 AddUseItemCallback("", "key_torture_chamber_1", "castle_arched01_1", "UsedKeyOnDoor", true);
 
 AddEntityCollideCallback("Player", "ScriptArea_1", "schweine", true, 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_2", "schweinehang", true, 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_3", "klang", true, 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_4", "staub", true, 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_5", "engel", true, 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_6", "falle", true, 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_7", "enemyklang", true, 1);
 
 AddEntityCollideCallback("Player" , "ScriptArea_8" , "wegpunkte" , true , 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_9", "klang2", true, 1);
 
 AddUseItemCallback("", "key_torture_chamber_2", "mansion_1", "UsedKeyOnDoor2", true);
 
 AddEntityCollideCallback("Player", "ScriptArea_10", "deaktivierung", true, 1);
 
 }
 
 
 
 
 
 
 
 
 
 
 
 void deaktivierung(string &in asItem, string &in asEntity)
 
 
 
 {
 
 SetEntityActive("servant_grunt_1", false);
 
 
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
 
 {
 
 SetSwingDoorLocked("mansion_1", false, false);
 
 PlaySoundAtEntity("", "unlock_door.snt", "mansion_1", 0, false);
 
 RemoveItem("key_torture_chamber_2");
 
 AddDebugMessage("KeyOnDoor", false);
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void klang2(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "scare_human_noices.snt", "Player", 0, false);
 
 
 
 
 
 
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void wegpunkte(string &in asParent, string &in asChild, int alState)
 
 {
 
 SetEntityActive("servant_grunt_1", true);
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 0, "Idle");
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void enemyklang(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "amb_idle_scratch.snt", "Player", 0, false);
 
 
 
 
 
 
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void falle(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "lurker_hit_wood.snt", "Player", 0, false);
 
 SetEntityActive("armour_nice_complete_1", true);
 
 SetEntityActive("armour_nice_complete_2", true);
 
 
 
 
 
 }
 
 
 
 
 
 
 
 void engel(string &in asParent, string &in asChild, int alState)
 
 {
 
 StartPlayerLookAt("angel_statue_1", 15, 15, "");
 
 PlaySoundAtEntity("", "react_sigh.snt", "Player", 0, false);
 
 SetEntityActive("angel_statue_1", true);
 
 GiveSanityDamage(2.0f, true);
 
 AddTimer("opala",0.2f,"EnemyTimer");
 
 CreateParticleSystemAtEntity("E1PS", "ps_ghost_release.pss", "particlearea4", true);
 
 
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void staub(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "28_done03.snt", "Player", 0, false);
 
 SetEntityActive("ParticleSystem_17", true);
 
 SetEntityActive("ParticleSystem_19", true);
 
 CreateParticleSystemAtEntity("E1PS", "ps_debris_tunnel.ps", "particlearea", true);
 
 CreateParticleSystemAtEntity("E1PS", "ps_debris_tunnel.ps", "particlearea2", true);
 
 
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void klang(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "scare_baby_cry.snt", "Player", 0, false);
 
 
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void schweinehang(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 
 GiveSanityDamage(5.0f, true);
 
 SetEntityActive("pig_corpse_hanging_1", true);
 
 SetEntityActive("pig_corpse_hanging_2", true);
 
 SetEntityActive("carcass_1", true);
 
 SetEntityActive("carcass_2", true);
 
 SetEntityActive("pig_corpse_hanging_3", true);
 
 SetEntityActive("pig_corpse_hanging_4", true);
 
 SetEntityActive("pig_corpse_hanging_5", true);
 
 SetEntityActive("pig_corpse_hanging_6", true);
 
 SetEntityActive("carcass_3", true);
 
 CreateParticleSystemAtEntity("E1PS", "ps_cloud_thing01.ps", "particlearea3", true);
 
 
 
 }
 
 
 
 
 
 
 
 
 
 void schweine(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "scare_animal_squeal.snt", "Player", 0, false);
 
 GiveSanityDamage(5.0f, true);
 
 SetEntityActive("pig_corpse_26", true);
 
 SetEntityActive("pig_corpse_27", true);
 
 SetEntityActive("pig_corpse_28", true);
 
 SetEntityActive("pig_corpse_29", true);
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 
 {
 
 SetSwingDoorLocked("castle_arched01_1", false, false);
 
 PlaySoundAtEntity("", "unlock_door.snt", "castle_arched01_1", 0, false);
 
 RemoveItem("key_torture_chamber_1");
 
 AddDebugMessage("KeyOnDoor", false);
 
 }
 
 
 
 
 
 
 
 
 
 ////Timers
 
 void EnemyTimer(string &in asTimer)
 
 
 
 {
 
 
 
 if(asTimer == "opala")
 
 {
 
 StopPlayerLookAt();
 
 AddTimer("Scare2",30.5f,"EnemyTimer");
 
 }
 
 }
 
 RE: Static objects disappear / enemy deactivate - Smackdown -  01-04-2013
 
 Thank you for the static objects thing, now it works.
 
 But that with the enemy. I have no error when I start the map, but the grunt is still there although I pass the script area. what did I wrong?
 
 
 
 Quote:void OnStart(){
 AddUseItemCallback("", "key_torture_chamber_1", "castle_arched01_1", "UsedKeyOnDoor", true);
 AddEntityCollideCallback("Player", "ScriptArea_1", "schweine", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_2", "schweinehang", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_3", "klang", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_4", "staub", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_5", "engel", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_6", "falle", true, 1);
 AddEntityCollideCallback("Player", "ScriptArea_7", "enemyklang", true, 1);
 AddEntityCollideCallback("Player" , "ScriptArea_8" , "wegpunkte" , true , 1);
 AddEntityCollideCallback("Player", "ScriptArea_9", "klang2", true, 1);
 AddUseItemCallback("", "key_torture_chamber_2", "mansion_1", "UsedKeyOnDoor2", true);
 AddEntityCollideCallback("Player", "ScriptArea_10", "deaktivierung", true, 1);
 }
 
 
 
 
 
 void deaktivierung(string &in asItem, string &in asEntity)
 
 {
 SetEntityActive("servant_grunt_1", false);
 
 }
 
 
 
 
 ....
 
 
 RE: Static objects disappear / enemy deactivate - darksky -  01-04-2013
 
 
 Quote:void AddEntityCollideCallback(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates);
 Calls a function when two entites collide.
 Callback syntax: void MyFunc(string &in asParent, string &in asChild, int alState)
 try
 
 instead ofCode: void deaktivierung(string &in asParent, string &in asChild, int alState)
 Code: void deaktivierung(string &in asItem, string &in asEntity)
deaktivierung(string &in asItem, string &in asEntity) would be the callback if you use an item on an entity
 
 
 RE: Static objects disappear / enemy deactivate - Smackdown -  01-04-2013
 
 Thank you so much guys. Finally it works with darkskys help.
 
 
 
 May I ask you to add you in steam? It seems that you are an expert in scripting
  If I have another question I can ask there and dont have to spam the form. My name is Quote:Click 
 
 
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