| 
		
	
		| KingCrimson   Junior Member
 
 Posts: 45
 Threads: 14
 Joined: Jul 2012
 Reputation: 
0
 | 
			| Exploding Barrel 
 
				Well, on a Custom Story (The Attic - Chapter 2) there was a map where the barrels exploded as you walked near them. I wanted to do a effect like that on my custom story. But when i enter the map it says: 
"main (171, 6) :ERR : Expected "("
 
In case i had copied wrong the script area and barrel's name, i changed them to the names they have on the tutorial at the wiki (Area: explode_scare)(Barrel: pot_explode (since the tutorial explains how to do it with a pot).
 
Here's my map script:
 Quote:////////////////////////////// Run when the map starts
 void OnStart()
 {
 AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1);
 
 SetLocalVarInt("Var1", 0);
 SetEntityPlayerInteractCallback("bot1", "func1", true);
 SetEntityPlayerInteractCallback("bot2", "func2", true);
 SetEntityPlayerInteractCallback("bot3", "func3", true);
 SetEntityPlayerInteractCallback("bot4", "func4", true);
 
 AddUseItemCallback("", "secret1", "door3", "unlock", true);
 
 AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
 
 AddUseItemCallback("", "crowbar1", "crowdoor", "UsedCrowbarOnDoor", true);
 AddEntityCollideCallback("crowbar2", "area1", "CollideAreaBreakDoor", true, 1);
 
 AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
 
 SetEntityActive("crowbar_broken", true);
 
 AddEntityCollideCallback("Player", "KillTheLights", "LightsOut", true, 1);
 }
 
 void func_slam(string &in asParent, string &in asChild, int alState)
 {
 SetSwingDoorClosed("door2", true, true);
 
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 
 PlaySoundAtEntity("", "react_scare", "Player", 0, false);
 
 PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
 
 GiveSanityDamage(5.0f, true);
 }
 
 void unlock(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked(asEntity, false, true);
 PlaySoundAtEntity("", "unlock_door", asEntity, 0, false);
 RemoveItem(asItem);
 }
 
 void UsedCrowbarOnDoor(string &in asItem, string &in asEntity)
 {
 AddTimer("", 0.2, "TimerSwitchShovel");
 RemoveItem("crowbar1");
 }
 
 
 void TimerSwitchShovel(string &in asTimer)
 {
 PlaySoundAtEntity("","puzzle_place_jar.snt", "", 0, false);
 SetEntityActive("crowbar2", true);
 }
 
 void CollideAreaBreakDoor(string &in asParent, string &in asChild, int alState)
 {
 AddPlayerSanity(25);
 PlayMusic("10_puzzle01.ogg", false, 0.7, 0.1, 10, false);
 SetSwingDoorLocked("crowdoor", false, true);
 AddPropImpulse("crowdoor", 0, 0, -50, "World");
 SetSwingDoorDisableAutoClose("crowdoor", true);
 SetSwingDoorClosed("crowdoor", false, false);
 SetMoveObjectState("crowdoor", 1);
 PlaySoundAtEntity("","break_wood_metal", "area2", 0, false);
 CreateParticleSystemAtEntity("", "ps_hit_wood", "area2", false);
 SetEntityActive("crowbar2", false);
 SetLocalVarInt("Door", 1);
 }
 
 void lockedoor(string &in entity)
 
 {
 if(GetSwingDoorLocked("locked1") == true)
 {
 
 SetMessage("Messages", "Broken", 1);
 
 }
 }
 
 void LightsOut(string &in asParent, string &in asChild, int alState)
 {
 SetLampLit("light_1", false, true);
 AddTimer("", 2, "Out2");
 }
 
 
 void Out2(string &in asTimer)
 {
 SetLampLit("light_2", false, true);
 AddTimer("", 2, "Out3");
 }
 
 
 void Out3(string &in asTimer)
 {
 SetLampLit("light_3", false, true);
 AddTimer("", 2, "Out4");
 }
 
 
 void Out4(string &in asTimer)
 {
 SetLampLit("light_4", false, true);
 AddTimer("", 2, "Out5");
 }
 
 
 void Out5(string &in asTimer)
 {
 SetLampLit("light_5", false, true);
 AddTimer("", 2, "Out6");
 }
 
 
 void Out6(string &in asTimer)
 {
 SetLampLit("light_6", false, true);
 }
 
 void MonsterFunction(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("servant_grunt_1", true);
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
 }
 void func1(string &in asEntity)
 {
 AddLocalVarInt("Var1", 1);
 func5();
 }
 
 void func2(string &in asEntity)
 {
 AddLocalVarInt("Var1", 1);
 func5();
 }
 
 void func3(string &in asEntity)
 {
 AddLocalVarInt("Var1", 1);
 func5();
 }
 
 void func4(string &in asEntity)
 {
 AddLocalVarInt("Var1", 1);
 func5();
 }
 
 void func5()
 {
 if(GetLocalVarInt("Var1") == 4)
 {
 SetSwingDoorLocked("button1", false, false);
 PlaySoundAtEntity("", "unlock_door.snt", "door1", 0.5f, false);
 }
 
 void Explode(string &in asParent, string &in asChild, int alState)
 {
 SetPropHealth("barrilexplosivo", 0);
 }
 
 }
 
 ////////////////////////////
 // Run when entering map
 void OnEnter()
 {
 
 }
 
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 
 }
 
The scripts of this event are marked in RED 
 
PS: I don't think the problem is that i'm using a barrel, since i tried with a pot and it says the same error.
 
Thanks in advance
			
 
Current Projects:DADDY - 10%
				
(This post was last modified: 07-15-2012, 06:02 AM by KingCrimson.)
 |  |  
	| 07-15-2012, 06:01 AM |  |  
	
		| Statyk   Schrödinger's Mod
 
 Posts: 4,390
 Threads: 72
 Joined: Sep 2011
 Reputation: 
241
 | 
			| RE: Exploding Barrel 
 
				You didn't close off "void func5()" above "void Explode"
 void func5()
 {
 if(GetLocalVarInt("Var1") == 4)
 {
 SetSwingDoorLocked("button1", false, false);
 PlaySoundAtEntity("", "unlock_door.snt", "door1", 0.5f, false);
 }
 }
 
				
(This post was last modified: 07-15-2012, 06:12 AM by Statyk.)
 |  |  
	| 07-15-2012, 06:12 AM |  |  
	
		| KingCrimson   Junior Member
 
 Posts: 45
 Threads: 14
 Joined: Jul 2012
 Reputation: 
0
 | 
			| RE: Exploding Barrel 
 
				Worked! Thank you!
			 
 
Current Projects:DADDY - 10%
 |  |  
	| 07-15-2012, 06:56 AM |  |  |