What's 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 (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: What's wrong..? (/thread-7812.html) Pages:
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What's wrong..? - DannieWest - 05-04-2011 This is my script, what's wrong with it? void OnStart() { AddUseItemCallback("", "Honey", "mansion_1", "UsedHoneyOnDoor", true); } void UsedHoneyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("mansion_1", false, true); PlaySoundAtEntity("", "unlock_door.snt", "mansion_1", 0.0f, true); RemoveItem("Honey"); } void AddEntityCollideCallback("Player", "ScriptArea_1", "AddPropImpulse", true, 0); { AddPropImpulse(Hatchet_1, 0, 10, 0, "world"); } I want the hatchet to fly open when the player enters ScriptArea_1, but I get an error saying "Unexpected token "{". The first part works.. RE: What's wrong..? - Russ Money - 05-04-2011 void AddEntityCollideCallback("Player", "ScriptArea_1", "AddPropImpulse", true, 0); Remove the ; at the end. RE: What's wrong..? - DannieWest - 05-04-2011 (05-04-2011, 01:33 PM)Russ Money Wrote: void AddEntityCollideCallback("Player", "ScriptArea_1", "AddPropImpulse", true, 0); Did that, and now it said "Expected data type"... RE: What's wrong..? - Russ Money - 05-04-2011 AddPropImpulse(Hatchet_1, 0, 10, 0, "world"); Also needs to be "Hatchet_1" RE: What's wrong..? - DannieWest - 05-04-2011 (05-04-2011, 01:46 PM)Russ Money Wrote: AddPropImpulse(Hatchet_1, 0, 10, 0, "world"); No change, same error >.< RE: What's wrong..? - Acies - 05-04-2011 void AddEntityCollideCallback("Player", "ScriptArea_1", "AddPropImpulse", true, 0); { AddPropImpulse(Hatchet_1, 0, 10, 0, "world"); } this part is wrong. You should put the: void OnStart() { AddUseItemCallback("", "Honey", "mansion_1", "UsedHoneyOnDoor", true); AddEntityCollideCallback("Player", "ScriptArea_1", "HatchSwing", true, 0); } void HatchSwing(string &in asParent, string &in asChild, int alState) { AddPropImpulse("Hatchet_1", 0, 10, 0, "world"); } There are often two parts to something happening: 1. Set up the script (This part should be done OnEnter or OnStart.) 2. Define what happens when it executes (This part should be done after Onstart or OnEnter) RE: What's wrong..? - DannieWest - 05-04-2011 Quote:There are often two parts to something happening:So basicly, all stuff that is going to happen in the map could be put in between the first two barracks, or w/e they're called, and then u put out definitions to them below? Sorry, still not working. Got an error saying Unexpected end of file. ..? This is the script now: "void OnStart() { AddUseItemCallback("", "Honey", "mansion_1", "UsedHoneyOnDoor", true); AddEntityCollideCallback("Player", "ScriptArea_1", HatchSwing", true, 0); } void UsedHoneyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("mansion_1", false, true); PlaySoundAtEntity("", "unlock_door.snt", "mansion_1", 0.0f, true); RemoveItem("Honey"); } void HatchSwing(string &in asParent, string &in asChild, int alState) { AddPropImpulse("Hatchet_1", 0, 10, 0, "world"); }" RE: What's wrong..? - Roenlond - 05-04-2011 (05-04-2011, 02:31 PM)DannieWest Wrote:Quote:There are often two parts to something happening:So basicly, all stuff that is going to happen in the map could be put in between the first two barracks, or w/e they're called, and then u put out definitions to them below? Spoiler below!
Missed the bold quote on hatchswing. "AddEntityCollideCallback("Player", "ScriptArea_1", "HatchSwing", true, 0);" RE: What's wrong..? - DannieWest - 05-04-2011 LOL! Well, thanks alot! Now the map is working, only prob is the hatch dun move anything... do I have to low values? Tried changing to 100 and then 1000, but nothing happens :o RE: What's wrong..? - MrBigzy - 05-04-2011 Yea, usually I have values around 5000 for small rocks D: If it's a hatch affected by gravity, you'll need to use a timer and give it a bunch of pushes in a row. |