(05-15-2012, 06:26 PM)Cranky Old Man Wrote: (05-15-2012, 06:22 PM)lolboy9797 Wrote: new error: No matching signatur to 'AddEntityCollideCallBack(string@, string@, const bool)' line(7, 1)
How many parameters does AddEntityCollideCallBack() take?
How many parameters do you have?
Which one doesn't belong?
here is my hole code:
void OnStart()
{
AddEntityCollideCallback("Player", "KillTheLights", "LightsOut", true, 1);
AddUseItemCallback("", "ITEM", "DOOR", "FUNCTION", true);
AddUseItemCallback("", "ITEM2", "DOOR2", "FUNCTION2", true);
AddEntityCollideCallback("Player", "Message_1", "Message1", true);
AddEntityCollideCallback("Player", "stascare_01", "armorscare", true, 1);
}
void Message1(string &in asChild, string &in asParent, int alState)
{
SetMessage("Messages", "Popup2", 2);
}
void scare2(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("mrscare1", true);
AddPropForce("mrscare1", -20000, 0, 0, "world");
PlaySoundAtEntity("mrscare1", "scare_slam_door", "mrscare1", 0, false);
}
void FUNCTION(string &in item, string &in door)
{
SetSwingDoorLocked(door, false, true);
PlaySoundAtEntity("", "unlock_door", door, 0, false);
RemoveItem(item);
}
void DoorLockedPlayer(string &in entity)
{
if(GetSwingDoorLocked("EXAMPLE_DOOR") == true)
{
SetMessage("Messages", "msgname", 0);
}
}
void doorl2(string &in entity)
{
if(GetSwingDoorLocked("locked_door1") == true)
{
SetMessage("Messages", "msgname1", 2);
}
}
void doorl1(string &in entity)
{
if(GetSwingDoorLocked("DOOR") == true)
{
SetMessage("Messages", "door_lockedmsg", 2);
}
}
void LightsOut(string &in asParent, string &in asChild, int alState)
{
SetLampLit("lamp_1", false, true);
AddTimer("", 1, "Out2");
GiveSanityDamage(2, true);
SetMessage("Messages", "Popup1", 2);
}
void Out2(string &in asTimer)
{
SetLampLit("lamp_2", false, true);
AddTimer("", 1, "Out3");
}
void Out3(string &in asTimer)
{
SetLampLit("lamp_3", false, true);
AddTimer("", 0.5, "Out4");
}
void Out4(string &in asTimer)
{
SetLampLit("lamp_4", false, true);
AddTimer("", 1, "Out5");
}
void Out5(string &in asTimer)
{
SetLampLit("lamp_5", false, true);
AddTimer("", 1, "Out6");
}
void Out6(string &in asTimer)
{
SetLampLit("lamp_6", false, true);
}
void tinderfunc1(string &in asEnity, string &in Type)
{
SetPropHealth("vase01_1",0);
StartPlayerLookAt("vase01_1", 20, 20, "");
AddTimer("timer1", 1, "timer1");
}
void timer1(string &in asTimer)
{
StopPlayerLookAt();
}
void armorscare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("armour_02", true);
SetEntityActive("armour_03", true);
SetEntityActive("armour_04", true);
SetEntityActive("armour_05", true);
GiveSanityDamage(2, true);
}
se anny thing wrong?