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		| Ravenskull   Junior Member
 
 Posts: 18
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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 |  |  
	
		| JMFStorm   Member
 
 Posts: 205
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28
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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 |  |  
	
		| Ravenskull   Junior Member
 
 Posts: 18
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 Joined: Nov 2011
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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 |  |  
	
		| flamez3   Posting Freak
 
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57
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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 |  |  
	
		| Ravenskull   Junior Member
 
 Posts: 18
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0
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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 |  |  
	
		| Khyrpa   Senior Member
 
 Posts: 638
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24
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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 |  |  
	
		| Ravenskull   Junior Member
 
 Posts: 18
 Threads: 5
 Joined: Nov 2011
 Reputation: 
0
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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 |  |  
	
		| Statyk   Schrödinger's Mod
 
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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 |  |  
	
		| Ravenskull   Junior Member
 
 Posts: 18
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 Joined: Nov 2011
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0
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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 |  |  
	
		| Statyk   Schrödinger's Mod
 
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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 |  |  |