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Scripting mess! - Printable Version

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Scripting mess! - CapnJimmy - 01-20-2011

Edit:

First problem solved now the key cannot be used with the door.

Here's the script:

void OnStart()
{
AddUseItemCallback("", "Key1", "Door_1", "KeyOnDoor", true);
}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Door_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "Door_1", 0.0f, true);
}


Also if you know how to add momentos that'd be cool too! =D


RE: Scripting mess! - jens - 01-20-2011

it should be, you only use { } to encapsulate functions (everything in your script that begins with a void). You also had some ; after AddUseItemCallback that should not be there. I did not try the script so not sure it works, but I think I fixed all the errors.

void Onstart()
{
AddUseItemCallback("", "Stair_Key", "Stair_Door", "KeyOnDoor", TRUE);
AddUseItemCallback("", "Guest_Room_Key", "Guest_Room_Door", "UsedKeyOnGuestRoomDoor", TRUE);
AddUseItemCallback("", "Secret_Key", "Secret_Door", "UsedKeyOnSecretDoor", TRUE);
}


void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Stair_door", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "Stair_door", 0.0f, false);
RemoveItem("Stair_Key");
}

void UsedKeyOnGuestRoomDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Guest_Room_Door", false, true);
PlaySoundAtEntity("", "unlock_door", "Guest_Room_Door", 0, false);
RemoveItem("Guest_Room_Key");
}

void UsedKeyOnSecretDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Secret_Door", false, true);
PlaySoundAtEntity("", "unlock_door", "Secret_Door", 0, false);
RemoveItem("Secret_Key");
}


You can rewrite it like this and only use one function:

void Onstart()
{
AddUseItemCallback("", "Stair_Key", "Stair_Door", "KeyOnDoor", TRUE);
AddUseItemCallback("", "Guest_Room_Key", "Guest_Room_Door", "KeyOnDoor", TRUE);
AddUseItemCallback("", "Secret_Key", "Secret_Door", "KeyOnDoor", TRUE);
}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked(asEntity, false, true);
PlaySoundAtEntity("", "unlock_door.snt", asEntity, 0.0f, false);
RemoveItem(asItem);
}

See all the use item on an entity that you setup in OnStart calls the same function (KeyOnDoor). Then by using asEntity and asItem, it will work for all doors and keys as the value of those variables are what you specified them to be in the AddUseItemCallback.


RE: Scripting mess! - CapnJimmy - 01-20-2011

Legend! Cheers mate, I'll try it as soon as I'm back on the PC!


RE: Scripting mess! - CapnJimmy - 01-20-2011

Okay, so now it's saying that:

TRUE is not declared (But it's written in the code? :/ )

And that there's no matching signatures for line 4,1 and 5,1 .

Problem.

Do I have to change anything on the map other than the Entity names? I've tried adding connected props to no avail. Anything else?

Or is it just script based problems?

Solution?


RE: Scripting mess! - Vradcly - 01-21-2011

Quote:

AddUseItemCallback("", "Stair_Key", "Stair_Door", "KeyOnDoor", TRUE);
AddUseItemCallback("", "Guest_Room_Key", "Guest_Room_Door", "UsedKeyOnGuestRoomDoor", TRUE);
AddUseItemCallback("", "Secret_Key", "Secret_Door", "UsedKeyOnSecretDoor", TRUE);


Try changeing TRUE to true...


RE: Scripting mess! - CapnJimmy - 01-21-2011

Okay I can now get into the story. But now it says I can't use the key that way =(


RE: Scripting mess! - CapnJimmy - 01-22-2011

Anyone know the solution to my problem (As stated above)?

Here's the script:

void OnStart()
{
AddUseItemCallback("", "Key1", "Door_1", "KeyOnDoor", true);
}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Door_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "Door_1", 0.0f, true);
}


Also if you know how to add momentos that'd be cool too! =D


RE: Scripting mess! - Oscar House - 01-23-2011

If it says you can't use the key that way, the problem is probably with the names of your keys/doors. Check if the key and door names in the map match the ones in your code.


RE: Scripting mess! - CapnJimmy - 01-23-2011

Key_1 on the map is Key_1 in the script

same with Door_1 =/