taz251
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UNEXPECTED END OF FILE ERROR?
Hello! I'm new to making amnesia custom stories. I have been trying to code and I have been having tons of trouble. The problem that keeps coming up is when I try to add another unlock door code. I keep getting the "Unexpected End of File" Error.
Here is what I have down:
void OnStart()
{
SetEntityCallbackFunc("needle_1", "jump");
}
void jump(string &in asEntity, string &in type){
SetEntityActive("pig", true);
PlayGuiSound("21/21_scream10.ogg", 1.0f);
StartScreenShake(0.25f, 0.25, 0, 0.25);
{
}
void OnEnter()
{
AddUseItemCallback("", "hallwaykey_1", "mansion_2", "UsedKeyOnDoor", true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_2", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_2", 0, false);
RemoveItem("hallwaykey_1");
}
AddUseItemCallback("", "needle_1", "mansion_4", "Needle", true);
{
void Needle(string &in asItem, string &in asEntity)
}
SetSwingDoorLocked("mansion_4", false);
PlaySoundAtEntity("", "unlock_door", "mansion_4", 0, false);
RemoveItem("needle_1");
{
}
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07-27-2012, 09:33 AM |
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Adny
Posting Freak
Posts: 1,766
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Joined: Mar 2012
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RE: UNEXPECTED END OF FILE ERROR?
Fixed up some of the misplaced brackets and syntax; also placed the callbacks on start and added an "OnLeave" function.:
void OnStart()
{
SetEntityCallbackFunc("needle_1", "jump");
AddUseItemCallback("", "hallwaykey_1", "mansion_2", "UsedKeyOnDoor", true);
AddUseItemCallback("", "needle_1", "mansion_4", "Needle", true);
}
void jump(string &in asEntity, string &in asType)
{
SetEntityActive("pig", true);
PlayGuiSound("21/21_scream10.ogg", 1.0f);
StartScreenShake(0.25f, 0.25, 0, 0.25);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_2", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_2", 0, false);
RemoveItem("hallwaykey_1");
}
void Needle(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_4", false);
PlaySoundAtEntity("", "unlock_door", "mansion_4", 0, false);
RemoveItem("needle_1");
}
void OnEnter()
{
}
void OnLeave()
{
}
Hope that helped!
I rate it 3 memes.
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07-27-2012, 09:59 AM |
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taz251
Junior Member
Posts: 7
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Joined: Jul 2012
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RE: UNEXPECTED END OF FILE ERROR?
(07-27-2012, 09:59 AM)andyrockin123 Wrote: Fixed up some of the misplaced brackets and syntax; also placed the callbacks on start and added an "OnLeave" function.:
void OnStart()
{
SetEntityCallbackFunc("needle_1", "jump");
AddUseItemCallback("", "hallwaykey_1", "mansion_2", "UsedKeyOnDoor", true);
AddUseItemCallback("", "needle_1", "mansion_4", "Needle", true);
}
void jump(string &in asEntity, string &in asType)
{
SetEntityActive("pig", true);
PlayGuiSound("21/21_scream10.ogg", 1.0f);
StartScreenShake(0.25f, 0.25, 0, 0.25);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_2", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_2", 0, false);
RemoveItem("hallwaykey_1");
}
void Needle(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_4", false);
PlaySoundAtEntity("", "unlock_door", "mansion_4", 0, false);
RemoveItem("needle_1");
}
void OnEnter()
{
}
void OnLeave()
{
}
Hope that helped! Can't thank you enough for re-writing it, yet I get a new error.
"No matching signatures to SetSwingDoorLocked (string@&, const bool)" at line (24,1)
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07-27-2012, 10:06 AM |
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Adny
Posting Freak
Posts: 1,766
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Joined: Mar 2012
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RE: UNEXPECTED END OF FILE ERROR?
I see; set swing door locked needs a second Boolean (true/false) value to determine whether or not to use effects; these effects (depending on the type of door) are the unlocking sound played. Here, I corrected the entire function "Needle", and marked the new Boolean value false(you can change that though):
void Needle(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_4", false, false);
PlaySoundAtEntity("", "unlock_door", "mansion_4", 0, false);
RemoveItem("needle_1");
}
I rate it 3 memes.
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07-27-2012, 10:15 AM |
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taz251
Junior Member
Posts: 7
Threads: 3
Joined: Jul 2012
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0
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RE: UNEXPECTED END OF FILE ERROR?
(07-27-2012, 10:15 AM)andyrockin123 Wrote: I see; set swing door locked needs a second Boolean (true/false) value to determine whether or not to use effects; these effects (depending on the type of door) are the unlocking sound played. Here, I corrected the entire function "Needle", and marked the new Boolean value false(you can change that though):
void Needle(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_4", false, false);
PlaySoundAtEntity("", "unlock_door", "mansion_4", 0, false);
RemoveItem("needle_1");
} THANK YOU SO MUCH!
It worked!
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07-27-2012, 10:22 AM |
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