Saren
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Nothing happens
Hey guys, so I wanted to try out the script where you pick up an item and a monster spawns.... yet it don't work even though I watched Your Computers tut on it... here's da script:
void OnStart()
{
SetEntityPlayerInteractCallback("Upperfloorkey", "ActivateMonster", true);
}
//Spawn Infected
void ActivateMonster(string &in item)
{
SetEntityActive("character_infected_1", true);
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_14", 0, "");
}
void Despawncharacter_infected_1(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("character_infected_1", false);
}
void OnLeave()
{
}
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03-27-2012, 05:04 PM |
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ClayPigeon
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Joined: Mar 2012
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RE: Nothing happens
It should be a callback func, not an interaction func.
Here:
void OnStart()
{
SetEntityCallbackFunc("Upperfloorkey", "ActivateMonster");
}
void ActivateMonster(string &in asEntity, string &in type)
{
if(type == "OnPickup")
{
SetEntityActive("character_infected_1", true);
for(int i = 1; i < 15; i++)
{
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_"+i", 0, "");
}
}
}
(This post was last modified: 03-27-2012, 05:19 PM by ClayPigeon.)
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03-27-2012, 05:17 PM |
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Saren
Member
Posts: 196
Threads: 20
Joined: Jan 2012
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RE: Nothing happens
(03-27-2012, 05:17 PM)ClayPigeon Wrote: It should be a callback func, not an interaction func.
Here:
void OnStart()
{
SetEntityCallbackFunc("Upperfloorkey", "ActivateMonster");
}
void ActivateMonster(string &in asEntity, string &in type)
{
if(type == "OnPickup")
{
SetEntityActive("character_infected_1", true);
for(int i = 1; i < 15; i++)
{
AddEnemyPatrolNode("character_infected_1", "PathNodeArea_"+i", 0, "");
}
}
}
Thx man, Ima try that
EDIT: (1.1) No matching signatures to void OnEnter()
(30.1) unexpected end of file
(This post was last modified: 03-27-2012, 06:17 PM by Saren.)
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03-27-2012, 06:06 PM |
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SilentStriker
Posting Freak
Posts: 950
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RE: Nothing happens
It should actually work with the interactcallback but try Claypigeon's code
I found what's wrong with your code
it's (string &in item)
it's supposed to be (string &in asEntity)
and the despawn_character_infected doesn't go anywhere nothing calls that function.
(This post was last modified: 03-27-2012, 06:09 PM by SilentStriker.)
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03-27-2012, 06:07 PM |
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ClayPigeon
Member
Posts: 214
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Joined: Mar 2012
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RE: Nothing happens
(03-27-2012, 06:07 PM)SilentStriker Wrote: It should actually work with the interactcallback but try Claypigeon's code
I found what's wrong with your code
it's (string &in item)
it's supposed to be (string &in asEntity)
and the despawn_character_infected doesn't go anywhere nothing calls that function. I noticed that also but anyway I think PickUp will be a better way, but whatever floats your boat...
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03-27-2012, 06:22 PM |
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Saren
Member
Posts: 196
Threads: 20
Joined: Jan 2012
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RE: Nothing happens
Yea.... made the script work but not the monster spawning business...
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03-27-2012, 06:41 PM |
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ClayPigeon
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RE: Nothing happens
(03-27-2012, 06:41 PM)Saren Wrote: Yea.... made the script work but not the monster spawning business... Isn't the spawning business all the script? What works besides it?
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03-27-2012, 06:48 PM |
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Your Computer
SCAN ME!
Posts: 3,456
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RE: Nothing happens
(03-27-2012, 06:07 PM)SilentStriker Wrote: I found what's wrong with your code
it's (string &in item)
it's supposed to be (string &in asEntity)
Parameter names are irrelevant. You could have something like this:
void Function(string &in, int) { }
and the engine won't complain about missing parameter variables.
(This post was last modified: 03-27-2012, 06:52 PM by Your Computer.)
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03-27-2012, 06:52 PM |
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Saren
Member
Posts: 196
Threads: 20
Joined: Jan 2012
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RE: Nothing happens
(03-27-2012, 06:48 PM)ClayPigeon Wrote: (03-27-2012, 06:41 PM)Saren Wrote: Yea.... made the script work but not the monster spawning business... Isn't the spawning business all the script? What works besides it? Well the key works and stuff, and there's no FATAL ERROR.... the monster just don't spawn
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03-27-2012, 06:54 PM |
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SilentStriker
Posting Freak
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RE: Nothing happens
(03-27-2012, 06:52 PM)Your Computer Wrote: (03-27-2012, 06:07 PM)SilentStriker Wrote: I found what's wrong with your code
it's (string &in item)
it's supposed to be (string &in asEntity)
Parameter names are irrelevant. You could have something like this:
void Function(string &in, int) { }
and the engine won't complain about missing parameter variables. Cool I just learn't something new So when ever you use a callback you just write (string &in, int) and it should work?
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03-27-2012, 07:13 PM |
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