[SCRIPT] Something wrong ? - 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: [SCRIPT] Something wrong ? (/thread-24889.html) Pages:
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Something wrong ? - Straxedix - 03-20-2014 wtf i wan't to make a when player pick up key monster activate .hps SetEntityPlayerInteractCallback("Tomby1", "ActivateMonster", true); and void ActivateMonster(string &in asItem, string &in asEntity) { SetEntityActive("Alexander1", "true"); AddEnemyPatrolNode("Alexander1", "PathNodeArea_1", 0, "idle"); AddEnemyPatrolNode("Alexander1", "PathNodeArea_2", 0, "idle"); AddEnemyPatrolNode("Alexander1", "PathNodeArea_3", 0, "idle"); } Full .hps void OnStart() { AddUseItemCallback("", "Key123", "Door123", "UseKeyOnDoor", true); AddUseItemCallback("", "Study123", "Doors122", "UseKeyOnDoor2", true); AddEntityCollideCallback("Player", "SoundArea", "crossarea", true, 1); SetEntityPlayerInteractCallback("Tomby1", "ActivateMonster", true); } void UseKeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("Door123", false, true); PlaySoundAtEntity("", "unlock_door", "Door123", 0, false); RemoveItem("Key123"); } void UseKeyOnDoor2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("Doors122", false, true); PlaySoundAtEntity("", "unlock_door.snt", "Doors122", 0, false); RemoveItem("Study123"); } void ActivateMonster(string &in asItem, string &in asEntity) { SetEntityActive("Alexander1", "true"); AddEnemyPatrolNode("Alexander1", "PathNodeArea_1", 0, "idle"); AddEnemyPatrolNode("Alexander1", "PathNodeArea_2", 0, "idle"); AddEnemyPatrolNode("Alexander1", "PathNodeArea_3", 0, "idle"); } What is problem ?????? it says something like missing void OnLeave() can set .hps how should be please? And yeah Alexander enemy :S RE: Something wrong ? - Mudbill - 03-20-2014 The parameters for SetEntityPlayerInteractCallback is (string &in asEntity), not (string &in asItem,string &in asEntity) as you've put. RE: Something wrong ? - davide32 - 03-20-2014 You putted a bool on line1-1) on your file hps RE: Something wrong ? - Straxedix - 03-21-2014 (03-20-2014, 11:53 AM)Mudbill Wrote: The parameters for SetEntityPlayerInteractCallback is (string &in asEntity), not (string &in asItem,string &in asEntity) as you've put. Still not working RE: Something wrong ? - davide32 - 03-21-2014 Try this: void OnStart() { SetEntityPlayerInterractCallback("Tomby_1", "activemonster"); } void activemonster(string &in asEntity) { SetEntityActive(asEntity, true); } RE: Something wrong ? - Mudbill - 03-21-2014 I don't think you can use an interact callback for picking up the item because it happens before. If you go to the entity tab of the key in the editor, put a name in the EntityCallback box (hovering over it will mention OnPickup). Then change that callback in the script from being an interaction callback to just a normal callback. I think the parameters are the same as what I posted before. RE: Something wrong ? - davide32 - 03-21-2014 Or SetEntityCallbackFunc("tomb_1', "func"); void func(string &in asEntity, string &in type) RE: Something wrong ? - Mudbill - 03-21-2014 ^ Yes, that would do the same. The parameters are indeed those: (string &in asEntity, string &in type) RE: Something wrong ? - Straxedix - 03-21-2014 So it looks like next: void OnStart() SetEntityCallbackFunc("Tomby_1', "activemonster"); void activemonster(string &in asEntity) { SetEntityActive(asEntity, true); } RE: Something wrong ? - Mudbill - 03-21-2014 Dunno why you have SetEntityActive in there when you said you wanted to activate a monster. Either way you still didn't change the parameters to what I said. |