zecuro
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still having script problem and a simple question
this is a 2 question
hey everyone heres my hole hps file....when i try to run amnesia they tell me that there still something wrong my my hps file well one of my script
can someone check it out
void OnStart()
{
AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1);
AddUseItemCallback("", "key_1", "mansion_3", "FUNCTION", true);
}
void FUNCTION(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked(asEntity, false, true);
PlaySoundAtEntity("", "unlock_door", asEntity, 0, false);
RemoveItem(asItem);
}
void Explode(string &in asParent, string &in asChild, int alState)
{
SetPropHealth("pot_explode", 0);
}
void OnEnter()
{
AddEntityCollideCallback("Player", "bang", "func_slam", true, 1);
}
void OnLeave()
{
}
void func_slam(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_2", 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 OnStart()
{
FadeOut(0);
FadeIn(5);
SetPlayerActive(false);
SetPlayerCrouching(true);
SetInventoryDisabled(true);
MovePlayerHeadPos(0, -2, 0, 2, -2);
StartPlayerLookAt("ScriptArea_1", 10, 10, "");
AddTimer("T1", 5.5, "TimerFunc");
AddTimer("T2", 10, "TimerFunc");
AddTimer("T3", 13.5, "TimerFunc");
AddTimer("T4", 16, "TimerFunc");
}
void TimerFunc(string &in asTimer)
{
string x = asTimer;
if (x == "T1")
{
FadeOut(4);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
}
else if (x == "T2")
{
FadeIn(3);
}
else if (x == "T3")
{
FadeOut(2);
StopPlayerLookAt();
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
MovePlayerHeadPos(0, 2, 0, 2, 2);
}
else if (x == "T4")
{
FadeIn(2);
SetPlayerActive(true);
SetPlayerCrouching(false);
SetInventoryDisabled(false);
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
}
}
and the second question is is there a tutorial on how to add a sound effect when picking up a note ot an item
PLZ HElP
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07-24-2012, 02:44 AM |
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Adny
Posting Freak
Posts: 1,766
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RE: still having script problem and a simple question
You have 2 "void OnStart()". There only needs to be one. Also, all callbacks should be under void OnStart() as well.
As for your issue with the item/note + sounds, use this callback:
SetEntityPlayerInteractCallback("NAMEOFITEM", "NAMEOFFUNCTION", true);
The callback syntax for this function is "(string &in asEntity)'
Hope that helped.
I rate it 3 memes.
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07-24-2012, 03:06 AM |
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zecuro
Member
Posts: 162
Threads: 33
Joined: Jul 2011
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3
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RE: still having script problem and a simple question
like this !!!
void OnStart()
{
AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1);
AddUseItemCallback("", "key_1", "mansion_3", "FUNCTION", true);
}
void FUNCTION(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked(asEntity, false, true);
PlaySoundAtEntity("", "unlock_door", asEntity, 0, false);
RemoveItem(asItem);
}
void Explode(string &in asParent, string &in asChild, int alState)
{
SetPropHealth("pot_explode", 0);
}
{
FadeOut(0);
FadeIn(5);
SetPlayerActive(false);
SetPlayerCrouching(true);
SetInventoryDisabled(true);
MovePlayerHeadPos(0, -2, 0, 2, -2);
StartPlayerLookAt("ScriptArea_1", 10, 10, "");
AddTimer("T1", 5.5, "TimerFunc");
AddTimer("T2", 10, "TimerFunc");
AddTimer("T3", 13.5, "TimerFunc");
AddTimer("T4", 16, "TimerFunc");
}
void TimerFunc(string &in asTimer)
{
string x = asTimer;
if (x == "T1")
{
FadeOut(4);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
}
else if (x == "T2")
{
FadeIn(3);
}
else if (x == "T3")
{
FadeOut(2);
StopPlayerLookAt();
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
MovePlayerHeadPos(0, 2, 0, 2, 2);
}
else if (x == "T4")
{
FadeIn(2);
SetPlayerActive(true);
SetPlayerCrouching(false);
SetInventoryDisabled(false);
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
}
void OnEnter()
{
AddEntityCollideCallback("Player", "bang", "func_slam", true, 1);
}
void OnLeave()
{
}
void func_slam(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_2", 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);
}
}
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07-24-2012, 02:28 PM |
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zecuro
Member
Posts: 162
Threads: 33
Joined: Jul 2011
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RE: still having script problem and a simple question
i totaly think its something at the begining of the script
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07-24-2012, 11:38 PM |
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Your Computer
SCAN ME!
Posts: 3,456
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Joined: Jul 2011
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235
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RE: still having script problem and a simple question
Removing function headers doesn't solve the problem but adds to it. If you remove the function header simply because you have a duplicate function declaration, you're left with the body dangling, attached to nothing.
void OnStart() { AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1); AddUseItemCallback("", "key_1", "mansion_3", "FUNCTION", true);
FadeOut(0); FadeIn(5); SetPlayerActive(false); SetPlayerCrouching(true); SetInventoryDisabled(true); MovePlayerHeadPos(0, -2, 0, 2, -2); StartPlayerLookAt("ScriptArea_1", 10, 10, ""); AddTimer("T1", 5.5, "TimerFunc"); AddTimer("T2", 10, "TimerFunc"); AddTimer("T3", 13.5, "TimerFunc"); AddTimer("T4", 16, "TimerFunc"); }
void FUNCTION(string &in asItem, string &in asEntity) { SetSwingDoorLocked(asEntity, false, true); PlaySoundAtEntity("", "unlock_door", asEntity, 0, false); RemoveItem(asItem); }
void Explode(string &in asParent, string &in asChild, int alState) { SetPropHealth("pot_explode", 0); }
void TimerFunc(string &in asTimer) { string x = asTimer; if (x == "T1") { FadeOut(4); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); } else if (x == "T2") { FadeIn(3); } else if (x == "T3") { FadeOut(2); StopPlayerLookAt(); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); MovePlayerHeadPos(0, 2, 0, 2, 2); } else if (x == "T4") { FadeIn(2); SetPlayerActive(true); SetPlayerCrouching(false); SetInventoryDisabled(false); PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false); } }
void OnEnter() { AddEntityCollideCallback("Player", "bang", "func_slam", true, 1); }
void OnLeave() { }
void func_slam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("mansion_2", 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); }
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07-24-2012, 11:57 PM |
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FlawlessHappiness
Posting Freak
Posts: 3,980
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RE: still having script problem and a simple question
Show us what the error is
Trying is the first step to success.
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07-24-2012, 11:57 PM |
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zecuro
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Joined: Jul 2011
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RE: still having script problem and a simple question
(07-24-2012, 11:57 PM)beecake Wrote: Show us what the error is
well now i can enter the game but the player start un der the floor and he look like hes flying after help me out
and explain more what you did in the script i want to understand more
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07-25-2012, 01:08 AM |
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Cruzore
Senior Member
Posts: 301
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Joined: Jun 2012
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RE: still having script problem and a simple question
for the explaining: All you did was removing the function header(void OnStart()) and left all the commands of it inside nothing. They weren't in any function.
For the problem: Try moving your PlayerStartArea a bit higher.
Think, before you speak Google, before you post
(This post was last modified: 07-25-2012, 01:19 AM by Cruzore.)
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07-25-2012, 01:19 AM |
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zecuro
Member
Posts: 162
Threads: 33
Joined: Jul 2011
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RE: still having script problem and a simple question
man it dosent work it look like i'm flying or something
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07-25-2012, 01:58 AM |
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Your Computer
SCAN ME!
Posts: 3,456
Threads: 32
Joined: Jul 2011
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RE: still having script problem and a simple question
(07-25-2012, 01:58 AM)zecuro Wrote: man it dosent work it look like i'm flying or something
Well, you did tell the script to move the player's head about 2 meters upward and never made it reset to its normal position.
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07-25-2012, 04:48 AM |
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