Area collide turning on torches problem. - 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: Area collide turning on torches problem. (/thread-9969.html) Pages:
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Area collide turning on torches problem. - Fetishman - 08-25-2011 So i have an area collide callback Code: AddEntityCollideCallback("Player", "Areagruntactive", "LightFuction", true, 1); Which then is supposed to light "greentorch1". This is the void function that i have. Code: void LightFunction(string &in asParent, string &in asChild, int alState) Now i'm pretty new to scripting in general, and a correction and/or explanation of why this doesn't work would be appreciated. RE: Area collide turning on torches problem. - Juby - 08-25-2011 There is a comma after the true in SetLampLit. Gotta remove it. RE: Area collide turning on torches problem. - Fetishman - 08-25-2011 (08-25-2011, 05:18 AM)Juby Wrote: There is a comma after the true in SetLampLit. not the problem, still giving me a fatal error? got anything else? cus i'm CLUELESS RE: Area collide turning on torches problem. - Phoroneus - 08-25-2011 You need to specify the "effects" part of your SetLampLit state. The syntax is Code: void SetLampLit(string& asName, bool abLit, bool abEffects); Code: AddEntityCollideCallback("Player", "Areagruntactive", "LightFuction", true, 1); Code: void LightFunction(string &in asParent, string &in asChild, int alState) RE: Area collide turning on torches problem. - Fetishman - 08-25-2011 (08-25-2011, 06:28 AM)Phoroneus Wrote: You need to specify the "effects" part of your SetLampLit state. The syntax iswell i did try that, and i didn't get a fatal error, the only problem is, that now the light won't actually light. it stays unlit. So what does the effects do exactly? RE: Area collide turning on torches problem. - Phoroneus - 08-25-2011 I'm not positive, to be honest. I usually just set them to "false". You can try "true", it might be the actual fading in of the light (as seen when you manually light an object with a tinderbox). I'd also add in "AddDebugMessage("Lights on now.", false);" inside the LightFunction er... function. If you have a dev environment set up, turn on debug messages and you can see if it's a problem with the trigger or the actual execution (if the debug message pops up, the trigger is working and only the SetLampLit function is broken). RE: Area collide turning on torches problem. - Fetishman - 08-25-2011 well, i suppose, instead of making it light, couldn't i just use the set entity active and put another torch on top of the torch that is unlit? then just use the SetEntityActive function to just replace the torches? RE: Area collide turning on torches problem. - JetlinerX - 08-25-2011 If all else fails, that's what I would do is set it active and just do double work unfortuately. RE: Area collide turning on torches problem. - Fetishman - 08-26-2011 (08-25-2011, 07:29 PM)JetlinerX Wrote: If all else fails, that's what I would do is set it active and just do double work unfortuately. thanks jetliner. oh and loved the attic! can't wait for chapter two! RE: Area collide turning on torches problem. - Timmy - 08-26-2011 Did you notice that you misspelled "LightFunction" in the addentitycollidecallback part? it is missing an N. |