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Script Help Crowbar unlocks a closet, doesen't work.
MaZiCUT Offline
Senior Member

Posts: 536
Threads: 31
Joined: Jun 2012
Reputation: 17
#1
Crowbar unlocks a closet, doesen't work.

So i'm trying to make a Crowbar to unlock a closet, i don't want any crowbar to show up or so, i just want the closet to unlock when i use the crowbar on it. But i get this goddamn fatal error even though i do every goddamn thing correctly Huh

.lang



This could come handy.
Crowbar


.hps


void OnStart()
{
AddUseItemCallback("", "CrowbarForCabinet", "cabinet", "OpenCabinetDoor", true);

}


void OpenCabinetDoor(string &in item, string &in door)
{
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
}


void CeilingDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("CeilingDoor") == true)
{
SetMessage("Messages", "PopupCeilingDoor", 0);
}
}



i get no errors and the map works when the script is like this:


.hpl




void OnStart()
{
AddUseItemCallback("", "CrowbarForCabinet", "cabinet", "OpenCabinetDoor", true);

}


void OpenCabinetDoor(string &in item, string &in door)
{
SetSwingDoorLocked(door, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(item);
}


void CeilingDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("CeilingDoor") == true)
{
SetMessage("Messages", "PopupCeilingDoor", 0);
}
}







fatal error:

[Image: 99p7q9.jpg]

Hi.
(This post was last modified: 06-22-2012, 11:03 PM by MaZiCUT.)
06-18-2012, 11:38 AM
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Rownbear Offline
Member

Posts: 157
Threads: 13
Joined: Apr 2011
Reputation: 2
#2
RE: Crowbar unlocks a closet, doesen't work.

missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);

(This post was last modified: 06-18-2012, 11:46 AM by Rownbear.)
06-18-2012, 11:44 AM
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MaZiCUT Offline
Senior Member

Posts: 536
Threads: 31
Joined: Jun 2012
Reputation: 17
#3
RE: Crowbar unlocks a closet, doesen't work.

(06-18-2012, 11:44 AM)Rownbear Wrote: missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
Oh i just noticed, it's not only for the CrowbarForCabinet, i've missed at "cabinet" and "cabinet"


damn you silly wiki tutorial Angry

(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:44 AM)Rownbear Wrote: missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
Oh i just noticed, it's not only for the CrowbarForCabinet, i've missed at "cabinet" and "cabinet"


damn you silly wiki tutorial Angry
Well atleast the map loads, but the goddamn crowbar aint opening the closet Huh

Hi.
(This post was last modified: 06-18-2012, 11:51 AM by MaZiCUT.)
06-18-2012, 11:48 AM
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Rownbear Offline
Member

Posts: 157
Threads: 13
Joined: Apr 2011
Reputation: 2
#4
RE: Crowbar unlocks a closet, doesen't work.

(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:44 AM)Rownbear Wrote: missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
Oh i just noticed, it's not only for the CrowbarForCabinet, i've missed at "cabinet" and "cabinet"

damn you silly wiki tutorial Angry

(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:44 AM)Rownbear Wrote: missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
Oh i just noticed, it's not only for the CrowbarForCabinet, i've missed at "cabinet" and "cabinet"

damn you silly wiki tutorial Angry
Well atleast the map loads, but the goddamn crowbar aint opening the closet Huh
i'm not sure if you can open/lock closet, but you can create another open, inactive one. so when you use crowbar on the locked closet. you active the one thats open. or wait until someone who know if that possible responds

(This post was last modified: 06-18-2012, 11:55 AM by Rownbear.)
06-18-2012, 11:54 AM
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Adny Offline
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Posts: 1,766
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Joined: Mar 2012
Reputation: 173
#5
RE: Crowbar unlocks a closet, doesen't work.

void OnStart()
{
AddUseItemCallback("", "CrowbarForCabinet", "cabinet", "OpenCabinetDoor", true);
}

void OpenCabinetDoor(string &in asItem, string &in asEntity) // changed (string &in door) to (string &in asEntity)
{
SetSwingDoorLocked("cabinet", false, true); ///missing quotes on cabinet
PlaySoundAtEntity("", "unlock_door", "cabinet", 0, false); ///missing quotes on cabinet
RemoveItem("CrowbarForCabinet"); //missing quotes on CrowbarForCabinet
}


void CeilingDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("CeilingDoor") == true)
{
SetMessage("Messages", "PopupCeilingDoor", 0);
}
}

I rate it 3 memes.
06-18-2012, 11:58 AM
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MaZiCUT Offline
Senior Member

Posts: 536
Threads: 31
Joined: Jun 2012
Reputation: 17
#6
RE: Crowbar unlocks a closet, doesen't work.

(06-18-2012, 11:54 AM)Rownbear Wrote:
(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:44 AM)Rownbear Wrote: missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
Oh i just noticed, it's not only for the CrowbarForCabinet, i've missed at "cabinet" and "cabinet"

damn you silly wiki tutorial Angry

(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:44 AM)Rownbear Wrote: missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
Oh i just noticed, it's not only for the CrowbarForCabinet, i've missed at "cabinet" and "cabinet"

damn you silly wiki tutorial Angry
Well atleast the map loads, but the goddamn crowbar aint opening the closet Huh
i'm not sure if you can open/lock closet, but you can create another open, inactive one. so when you use crowbar on the locked closet. you active the one thats open. or wait until someone who know if that possible responds
I've played custom stories where you open up a closet with a crowbar, but prehaps the open one was "inactive"


So how exactly do i script that..

(06-18-2012, 11:58 AM)andyrockin123 Wrote: void OnStart()
{
AddUseItemCallback("", "CrowbarForCabinet", "cabinet", "OpenCabinetDoor", true);
}

void OpenCabinetDoor(string &in asItem, string &in asEntity) // changed (string &in door) to (string &in asEntity)
{
SetSwingDoorLocked("cabinet", false, true); ///missing quotes on cabinet
PlaySoundAtEntity("", "unlock_door", "cabinet", 0, false); ///missing quotes on cabinet
RemoveItem("CrowbarForCabinet"); //missing quotes on CrowbarForCabinet
}


void CeilingDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("CeilingDoor") == true)
{
SetMessage("Messages", "PopupCeilingDoor", 0);
}
}
I fixed that, but read all the other posts, rownbear has a good idea.

Hi.
(This post was last modified: 06-18-2012, 11:59 AM by MaZiCUT.)
06-18-2012, 11:58 AM
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Adny Offline
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Posts: 1,766
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Joined: Mar 2012
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#7
RE: Crowbar unlocks a closet, doesen't work.

(06-18-2012, 11:54 AM)Rownbear Wrote:
(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:44 AM)Rownbear Wrote:
i'm not sure if you can open/lock closet, but you can create another open, inactive one. so when you use crowbar on the locked closet. you active the one thats open. or wait until someone who know if that possible responds
I can confirm that you can lock/unlock closets.

I rate it 3 memes.
(This post was last modified: 06-18-2012, 12:00 PM by Adny.)
06-18-2012, 11:59 AM
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MaZiCUT Offline
Senior Member

Posts: 536
Threads: 31
Joined: Jun 2012
Reputation: 17
#8
RE: Crowbar unlocks a closet, doesen't work.

(06-18-2012, 11:59 AM)andyrockin123 Wrote:
(06-18-2012, 11:54 AM)Rownbear Wrote:
(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:44 AM)Rownbear Wrote:
i'm not sure if you can open/lock closet, but you can create another open, inactive one. so when you use crowbar on the locked closet. you active the one thats open. or wait until someone who know if that possible responds
I can confirm that you can lock/unlock closets.
I fixed the quotes but it won't unlock Sad(

Hi.
06-18-2012, 12:01 PM
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Adny Offline
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Posts: 1,766
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Reputation: 173
#9
RE: Crowbar unlocks a closet, doesen't work.

(06-18-2012, 11:58 AM)CrazyArts Wrote:
(06-18-2012, 11:54 AM)Rownbear Wrote:
(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:44 AM)Rownbear Wrote:

(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:44 AM)Rownbear Wrote:

(06-18-2012, 11:58 AM)andyrockin123 Wrote: void OnStart()
{
AddUseItemCallback("", "CrowbarForCabinet", "cabinet", "OpenCabinetDoor", true);
}

void OpenCabinetDoor(string &in asItem, string &in asEntity) // changed (string &in door) to (string &in asEntity)
{
SetSwingDoorLocked("cabinet", false, true); ///missing quotes on cabinet
PlaySoundAtEntity("", "unlock_door", "cabinet", 0, false); ///missing quotes on cabinet
RemoveItem("CrowbarForCabinet"); //missing quotes on CrowbarForCabinet
}


void CeilingDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("CeilingDoor") == true)
{
SetMessage("Messages", "PopupCeilingDoor", 0);
}
}
I fixed that, but read all the other posts, rownbear has a good idea.
Not quite; please check again. The function "
OpenCabinetDoor " has inproper syntax which is why its not working. It shouldn't be:

(string &in asItem, string &in door)

I revised it to

(string &in asItem, string &in asEntity)

I rate it 3 memes.
06-18-2012, 12:03 PM
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MaZiCUT Offline
Senior Member

Posts: 536
Threads: 31
Joined: Jun 2012
Reputation: 17
#10
RE: Crowbar unlocks a closet, doesen't work.

(06-18-2012, 12:03 PM)andyrockin123 Wrote:
(06-18-2012, 11:58 AM)CrazyArts Wrote:
(06-18-2012, 11:54 AM)Rownbear Wrote:
(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:44 AM)Rownbear Wrote:

(06-18-2012, 11:48 AM)CrazyArts Wrote:
(06-18-2012, 11:58 AM)andyrockin123 Wrote: void OnStart()
{
AddUseItemCallback("", "CrowbarForCabinet", "cabinet", "OpenCabinetDoor", true);
}

void OpenCabinetDoor(string &in asItem, string &in asEntity) // changed (string &in door) to (string &in asEntity)
{
SetSwingDoorLocked("cabinet", false, true); ///missing quotes on cabinet
PlaySoundAtEntity("", "unlock_door", "cabinet", 0, false); ///missing quotes on cabinet
RemoveItem("CrowbarForCabinet"); //missing quotes on CrowbarForCabinet
}


void CeilingDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("CeilingDoor") == true)
{
SetMessage("Messages", "PopupCeilingDoor", 0);
}
}
I fixed that, but read all the other posts, rownbear has a good idea.
Not quite; please check again. The function "
OpenCabinetDoor " has inproper syntax which is why its not working. It shouldn't be:

(string &in asItem, string &in door)

I revised it to

(string &in asItem, string &in asEntity)
I did that too but the crowbar doesen't unclock the closet Sad

Hi.
06-18-2012, 12:04 PM
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