Ravenskull 
 
 
		
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attach script to another 
			 
			
				Hey, 
 
i have a problem and i hope you can help me. I want to attach one script in an hps to another but it doesn´t work. Do you may know the solution for my problem? 
__________________________________________________________________________________________ 
 
void OnStart() 
 
{ 
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1); 
}  
 
void func_slam(string &in asParent, string &in asChild, int alState) 
{ 
SetSwingDoorClosed("door_slam", true, true); 
 
 
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); 
 
PlaySoundAtEntity("", "react_scare", "Player", 0, false); 
 
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); 
 
GiveSanityDamage(15.0f, true); 
} 
 
 
 
{ 
AddUseItemCallback("", "key_1", "door_1", "open", true); 
} 
 
void open(string &in asItem, string &in asEntity) 
{ 
SetSwingDoorLocked("door_1", false, true); 
PlaySoundAtEntity("", "unlock_door", "door_1", 0, false); 
RemoveItem("key_1"); 
} 
 
			 
			
			
			
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	| 12-01-2011, 07:37 PM  | 
	
		
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		JMFStorm 
 
 
		
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RE: attach script to another 
			 
			
				 (12-01-2011, 07:37 PM)Ravenskull Wrote:  void OnStart() 
 
{ 
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1); 
}  
 
void func_slam(string &in asParent, string &in asChild, int alState) 
{ 
SetSwingDoorClosed("door_slam", true, true); 
 
 
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); 
 
PlaySoundAtEntity("", "react_scare", "Player", 0, false); 
 
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); 
 
GiveSanityDamage(15.0f, true); 
} <-REMOVE 
 
 
 
{ <-REMOVE 
AddUseItemCallback("", "key_1", "door_1", "open", true); <-Shouldn't this be in the "void OnStart"? 
} 
 
void open(string &in asItem, string &in asEntity) 
{ 
SetSwingDoorLocked("door_1", false, true); 
PlaySoundAtEntity("", "unlock_door", "door_1", 0, false); 
RemoveItem("key_1"); 
} If this doesn't work there is still something wrong that I missed.
			  
			
			
 
			
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	| 12-01-2011, 07:45 PM  | 
	
		
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		Ravenskull 
 
 
		
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RE: attach script to another 
			 
			
				Hi, 
 
both should be "On Start". If i take your script with the two removed brackets the door key doesn´t work :/ 
			 
			
			
			
				
(This post was last modified: 12-02-2011, 03:53 PM by Ravenskull.)
 
				
			 
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	| 12-02-2011, 03:45 PM  | 
	
		
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		flamez3 
 
 
		
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RE: attach script to another 
			 
			
				 (12-02-2011, 03:45 PM)Ravenskull Wrote:  Hi, 
 
both should be "On Start". If i take your script witch the two removed brackets the door key doesn´t work :/ Does the error say what line is wrong with the script? 
			  
			
			
 
			
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	| 12-02-2011, 03:48 PM  | 
	
		
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		Ravenskull 
 
 
		
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RE: attach script to another 
			 
			
				Hey, 
 
no there is no error if i try to start the game - ingame it simply sais that " can not use item on this object" if i try to use the key on the door. 
______________________________________________________________________________________ 
 
This is my whole used modified sript with the removed brackets 
 
void OnStart() 
 
{ 
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1); 
} 
 
void func_slam(string &in asParent, string &in asChild, int alState) 
{ 
SetSwingDoorClosed("door_slam", true, true); 
 
 
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); 
 
PlaySoundAtEntity("", "react_scare", "Player", 0, false); 
 
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); 
 
GiveSanityDamage(15.0f, true); 
 
 
 
 
 
AddUseItemCallback("", "key_1", "door_1", "open", true); 
} 
 
void open(string &in asItem, string &in asEntity) 
{ 
SetSwingDoorLocked("door_1", false, true); 
PlaySoundAtEntity("", "unlock_door", "door_1", 0, false); 
RemoveItem("key_1"); 
} 
			 
			
			
			
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	| 12-03-2011, 03:24 PM  | 
	
		
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		Khyrpa 
 
 
		
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RE: attach script to another 
			 
			
				The script seems ok on a quick glance. There is most likely some misnamed entity or something.  
			 
			
			
 
			
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	| 12-03-2011, 03:45 PM  | 
	
		
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		Ravenskull 
 
 
		
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RE: attach script to another 
			 
			
				I don´t think theres s.th. wrong with the entities, because the two scripts work fine on their own. 
This is so f****** disappointing -.- 
			 
			
			
			
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	| 12-03-2011, 04:24 PM  | 
	
		
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		Statyk 
 
 
		
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RE: attach script to another 
			 
			
				If I'm not mistaken, you have to make a global.hps 
			 
			
			
			
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	| 12-03-2011, 04:52 PM  | 
	
		
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		Ravenskull 
 
 
		
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RE: attach script to another 
			 
			
				 what do you mean with "global.hps" ? 
 
it´s  \Amnesia - The Dark Descent\redist\maps\Trip\TripTrip.hps 
 
Trip is the map folder and TripTrip is the name of the map and of the hps file 
 
			 
			
			
			
				
(This post was last modified: 12-03-2011, 06:59 PM by Ravenskull.)
 
				
			 
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	| 12-03-2011, 06:59 PM  | 
	
		
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		Statyk 
 
 
		
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RE: attach script to another 
			 
			
				 (12-03-2011, 06:59 PM)Ravenskull Wrote:  what do you mean with "global.hps" ? 
 
it´s \Amnesia - The Dark Descent\redist\maps\Trip\TripTrip.hps 
 
Trip is the map folder and TripTrip is the name of the map and of the hps file global.hps is a script file that allows scripts to be ran through multiple maps. A single mapname.hps can ONLY script what is it that map itself, it cannot carry over to other maps.
			  
			
			
			
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	| 12-03-2011, 07:14 PM  | 
	
		
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