Peldan
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Script area does not activate
Hello guys.
See, I've got a really simple problem. It's weird how it won't work!
My script area doesn't activate when the Player collides with it.
Here's the code:
void OnStart() { AddEntityCollideCallback("Player", "ScriptArea_1", "SpawnBrute", true, 1); AddEntityCollideCallback("brute", "BruteDeSpawn", "DeSpawnBrute", true, 1); AddEntityCollideCallback("Player", "brutescare", "BruteWalk", true, 1); } void SpawnBrute(string &in asParent, string &in asChild, int alState) { AddDebugMessage("Scriptarea works", true); SetEntityActive("brute", true); PlaySoundAtEntity("", "notice.snt", "brute", 0, false); PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true); SetMessage("SetMessage", "SM_Malo", 0); AddEnemyPatrolNode("brute", "PathNodeArea_1", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_2", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_3", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_4", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_5", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_6", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_7", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_8", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_9", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_10", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_11", 0.1f, ""); } void DeSpawnBrute(string &in asParent, string &in asChild, int alState) { SetEntityActive("brute", false); StopMusic(1.0f, 0); SetMessage("SetMessage", "SM_MaloGone", 0); } void BruteWalk(string &in asParent, string &in asChild, int alState) { SetEntityActive("bruteoutside", true); PlaySoundAtEntity("", "notice.snt", "bruteoutside", 0, false); PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_12", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_13", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_14", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_15", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_16", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_17", 0.1f, ""); } void OnEnter(){ } void OnLeave(){ }
The script is named ScriptArea_1 and is correctly placed. Here's a pic:
(This post was last modified: 03-10-2012, 12:39 PM by Peldan.)
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03-10-2012, 12:37 PM |
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Stepper321
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RE: Script area does not activate
I recommend doing everything with callback on enter
void OnStart(){
} void OnEnter() { AddEntityCollideCallback("Player", "ScriptArea_1", "SpawnBrute", true, 1); AddEntityCollideCallback("brute", "BruteDeSpawn", "DeSpawnBrute", true, 1); AddEntityCollideCallback("Player", "brutescare", "BruteWalk", true, 1); } void SpawnBrute(string &in asParent, string &in asChild, int alState) { AddDebugMessage("Scriptarea works", true); SetEntityActive("brute", true); PlaySoundAtEntity("", "notice.snt", "brute", 0, false); PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true); SetMessage("SetMessage", "SM_Malo", 0); AddEnemyPatrolNode("brute", "PathNodeArea_1", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_2", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_3", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_4", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_5", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_6", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_7", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_8", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_9", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_10", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_11", 0.1f, ""); } void DeSpawnBrute(string &in asParent, string &in asChild, int alState) { SetEntityActive("brute", false); StopMusic(1.0f, 0); SetMessage("SetMessage", "SM_MaloGone", 0); } void BruteWalk(string &in asParent, string &in asChild, int alState) { SetEntityActive("bruteoutside", true); PlaySoundAtEntity("", "notice.snt", "bruteoutside", 0, false); PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_12", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_13", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_14", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_15", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_16", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_17", 0.1f, ""); } void OnEnter(){ } void OnLeave(){ }
Signature to awesome to be displayed.
(This post was last modified: 03-10-2012, 12:48 PM by Stepper321.)
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03-10-2012, 12:45 PM |
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ingedoom
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RE: Script area does not activate
Have u added the brute as entity?? (under the enemy tab)
And did you rename it "brute"??
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03-10-2012, 12:50 PM |
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flamez3
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RE: Script area does not activate
Do any other scripts work?
(03-10-2012, 12:45 PM)Stepper321 Wrote: I recommend doing everything with callback on enter
void OnStart(){
} void OnEnter() { AddEntityCollideCallback("Player", "ScriptArea_1", "SpawnBrute", true, 1); AddEntityCollideCallback("brute", "BruteDeSpawn", "DeSpawnBrute", true, 1); AddEntityCollideCallback("Player", "brutescare", "BruteWalk", true, 1); } void SpawnBrute(string &in asParent, string &in asChild, int alState) { AddDebugMessage("Scriptarea works", true); SetEntityActive("brute", true); PlaySoundAtEntity("", "notice.snt", "brute", 0, false); PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true); SetMessage("SetMessage", "SM_Malo", 0); AddEnemyPatrolNode("brute", "PathNodeArea_1", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_2", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_3", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_4", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_5", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_6", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_7", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_8", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_9", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_10", 0.1f, ""); AddEnemyPatrolNode("brute", "PathNodeArea_11", 0.1f, ""); } void DeSpawnBrute(string &in asParent, string &in asChild, int alState) { SetEntityActive("brute", false); StopMusic(1.0f, 0); SetMessage("SetMessage", "SM_MaloGone", 0); } void BruteWalk(string &in asParent, string &in asChild, int alState) { SetEntityActive("bruteoutside", true); PlaySoundAtEntity("", "notice.snt", "bruteoutside", 0, false); PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_12", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_13", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_14", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_15", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_16", 0.1f, ""); AddEnemyPatrolNode("bruteoutside", "PathNodeArea_17", 0.1f, ""); } void OnEnter(){ } void OnLeave(){ }
Thast honestley, would not change a thing/
(This post was last modified: 03-10-2012, 12:51 PM by flamez3.)
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03-10-2012, 12:51 PM |
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Peldan
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RE: Script area does not activate
(03-10-2012, 12:50 PM)pingo2 Wrote: Have u added the brute as entity?? (under the enemy tab)
And did you rename it "brute"?? Yep. Added it and placed it as inactive behind a door, and then used pathnodes. The problem isn't the enemy, though. I don't even get a debug message showing that I entered the script area.
And flamez3, let me check. I will create a new one and post again in a couple of mins.
EDIT: Nope, doesn't seem like other scripts work.
(This post was last modified: 03-10-2012, 01:05 PM by Peldan.)
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03-10-2012, 01:01 PM |
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Stepper321
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RE: Script area does not activate
(03-10-2012, 12:51 PM)flamez3 Wrote: Do any other scripts work?
(03-10-2012, 12:45 PM)Stepper321 Wrote: I recommend doing everything with callback on enter
void OnStart(){
}
void OnEnter()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "SpawnBrute", true, 1);
AddEntityCollideCallback("brute", "BruteDeSpawn", "DeSpawnBrute", true, 1);
AddEntityCollideCallback("Player", "brutescare", "BruteWalk", true, 1);
}
void SpawnBrute(string &in asParent, string &in asChild, int alState)
{
AddDebugMessage("Scriptarea works", true);
SetEntityActive("brute", true);
PlaySoundAtEntity("", "notice.snt", "brute", 0, false);
PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true);
SetMessage("SetMessage", "SM_Malo", 0);
AddEnemyPatrolNode("brute", "PathNodeArea_1", 0.1f, "");
AddEnemyPatrolNode("brute", "PathNodeArea_2", 0.1f, "");
AddEnemyPatrolNode("brute", "PathNodeArea_3", 0.1f, "");
AddEnemyPatrolNode("brute", "PathNodeArea_4", 0.1f, "");
AddEnemyPatrolNode("brute", "PathNodeArea_5", 0.1f, "");
AddEnemyPatrolNode("brute", "PathNodeArea_6", 0.1f, "");
AddEnemyPatrolNode("brute", "PathNodeArea_7", 0.1f, "");
AddEnemyPatrolNode("brute", "PathNodeArea_8", 0.1f, "");
AddEnemyPatrolNode("brute", "PathNodeArea_9", 0.1f, "");
AddEnemyPatrolNode("brute", "PathNodeArea_10", 0.1f, "");
AddEnemyPatrolNode("brute", "PathNodeArea_11", 0.1f, "");
}
void DeSpawnBrute(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("brute", false);
StopMusic(1.0f, 0);
SetMessage("SetMessage", "SM_MaloGone", 0);
}
void BruteWalk(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("bruteoutside", true);
PlaySoundAtEntity("", "notice.snt", "bruteoutside", 0, false);
PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true);
AddEnemyPatrolNode("bruteoutside", "PathNodeArea_12", 0.1f, "");
AddEnemyPatrolNode("bruteoutside", "PathNodeArea_13", 0.1f, "");
AddEnemyPatrolNode("bruteoutside", "PathNodeArea_14", 0.1f, "");
AddEnemyPatrolNode("bruteoutside", "PathNodeArea_15", 0.1f, "");
AddEnemyPatrolNode("bruteoutside", "PathNodeArea_16", 0.1f, "");
AddEnemyPatrolNode("bruteoutside", "PathNodeArea_17", 0.1f, "");
}
void OnEnter(){
}
void OnLeave(){
}
Thast honestley, would not change a thing/ It did for me.
(03-10-2012, 01:01 PM)Peldan Wrote: (03-10-2012, 12:50 PM)pingo2 Wrote: Have u added the brute as entity?? (under the enemy tab)
And did you rename it "brute"?? Yep. Added it and placed it as inactive behind a door, and then used pathnodes. The problem isn't the enemy, though. I don't even get a debug message showing that I entered the script area.
And flamez3, let me check. I will create a new one and post again in a couple of mins.
EDIT: Nope, doesn't seem like other scripts work. What is the name of the map and hps?
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03-10-2012, 01:21 PM |
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Peldan
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RE: Script area does not activate
(03-10-2012, 01:21 PM)Stepper321 Wrote: What is the name of the map and hps? second.hps and second.map
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03-10-2012, 01:25 PM |
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flamez3
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RE: Script area does not activate
Are you sure they are in the same folder?
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03-10-2012, 01:39 PM |
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Peldan
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RE: Script area does not activate
(03-10-2012, 01:39 PM)flamez3 Wrote: Are you sure they are in the same folder? Yep.
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03-10-2012, 01:39 PM |
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flamez3
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RE: Script area does not activate
Can you give me the layout of your folders?
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03-10-2012, 01:49 PM |
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