The Shanus
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Brute doesn't want to go away.
Okay, so I've scripted an event, but would like the brute to despawn at the area "brute1stoparea".
I'm sure there's something wrong with my script, I just can't see it.
Here's my relevant script: void OnEnter() { AddUseItemCallback("", "room101key", "room101", "UsedKeyOnDoor", true); AddUseItemCallback("", "room100key", "room100", "UsedKeyOnDoor", true); AddUseItemCallback("", "hollow_needle_1", "padlock_rusty_1", "unlock_prison_section_1", true); AddEntityCollideCallback("Player", "prison_1swingarea", "func_slam", true, 1); AddEntityCollideCallback("Player", "intromusic1", "playintromusic1", true, 1); AddEntityCollideCallback("brute1", "brute1stoparea", "endbrute1", true, 1); SetEntityPlayerInteractCallback("prison_1", "func_slam", true); SetEntityCallbackFunc("room100key", "OnPickup"); SetEntityCallbackFunc("NOTETWO", "OnPickup"); }
void endbrute1(string &in asEntity) { SetEntityActive("brute1", false); }
I get no errors, but he doesn't deactivate at the area.
(This post was last modified: 06-21-2012, 09:07 PM by The Shanus.)
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06-21-2012, 05:53 PM |
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Adny
Posting Freak
Posts: 1,766
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RE: Grunt doesn't want to go away.
Improper syntax for the endbrute1 script (syntax is the stuff inside the "()"). You have:
void endbrute1(string &in asEntity)
{
SetEntityActive("brute1", false);
}
it should be
void endbrute1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("brute1", false);
}
Also, you should have all callbacks under the "void OnStart()", not OnEnter.
I rate it 3 memes.
(This post was last modified: 06-21-2012, 06:00 PM by Adny.)
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06-21-2012, 05:58 PM |
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The Shanus
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Posts: 134
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Joined: Jun 2012
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RE: Grunt doesn't want to go away.
(06-21-2012, 05:58 PM)andyrockin123 Wrote: Improper syntax for the endbrute1 script (syntax is the stuff inside the "()"). You have:
void endbrute1(string &in asEntity)
{
SetEntityActive("brute1", false);
}
it should be
void endbrute1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("brute1", false);
}
Also, you should have all callbacks under the "void OnStart()", not OnEnter. Thanks alot. How do I know which arguments to use in the bracket? For future reference.
I'm also wondering - how do I change the amount of oil in the lantern when it's picked up? There are no tutorials for it.
(This post was last modified: 06-21-2012, 06:31 PM by The Shanus.)
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06-21-2012, 06:26 PM |
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Cruzore
Senior Member
Posts: 301
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37
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RE: Brute doesn't want to go away.
SetPlayerLampOil(float afOil);
max amount is 100.0f, min is 0.0f
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06-21-2012, 06:34 PM |
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The Shanus
Member
Posts: 134
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Joined: Jun 2012
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RE: Brute doesn't want to go away.
(06-21-2012, 06:34 PM)FastHunteR Wrote: SetPlayerLampOil(float afOil);
max amount is 100.0f, min is 0.0f Great, thanks a bunch.
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06-21-2012, 06:40 PM |
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Adny
Posting Freak
Posts: 1,766
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RE: Brute doesn't want to go away.
This page:
http://wiki.frictionalgames.com/hpl2/amn..._functions
has all of the callback syntax listed; just search for the function using "ctrl+f", (for example, search entitycollidecallback). Generally, after the function is listed there will be details; most callbacks will have this afterwards:
Calls a function when two entites collide.
Callback syntax: void MyFunc(string &in asParent, string &in asChild, int alState)
^^ Callback syntax is what you need.
The bolded part is what you need. It is note worthy that sometimes they're not fully written out, like in some cases a part will be written like: "string &in entity" instead of "string &in asEntity", but that shouldn't cause too many problems within the script
I rate it 3 memes.
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06-21-2012, 06:46 PM |
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The Shanus
Member
Posts: 134
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Joined: Jun 2012
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RE: Brute doesn't want to go away.
(06-21-2012, 06:46 PM)andyrockin123 Wrote: This page:
http://wiki.frictionalgames.com/hpl2/amn..._functions
has all of the callback syntax listed; just search for the function using "ctrl+f", (for example, search entitycollidecallback). Generally, after the function is listed there will be details; most callbacks will have this afterwards:
Calls a function when two entites collide.
Callback syntax: void MyFunc(string &in asParent, string &in asChild, int alState)
^^ Callback syntax is what you need.
The bolded part is what you need. It is note worthy that sometimes they're not fully written out, like in some cases a part will be written like: "string &in entity" instead of "string &in asEntity", but that shouldn't cause too many problems within the script Oh, got it! So I'll just search for callback and keep going till it looks like the one I need :p Thanks mate, you've been a great help. And FastHunteR too! Always there for me +1 rep.
(This post was last modified: 06-21-2012, 09:07 PM by The Shanus.)
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06-21-2012, 09:06 PM |
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