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		| Fanstetic   Junior Member
 
 Posts: 8
 Threads: 2
 Joined: Aug 2012
 Reputation: 
0
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			| HPL level editor Need help now! 
 
				Hello, I'm having a scripting problem, basically I have a monster spawning in one spot using a playerstart and a script that you walk through, I wanted to make another one but it keeps spawning at the wrong playerstart. Here is the script
 void OnStart()
 {
 SetEntityConnectionStateChangeCallback("lever", "unlockdoor");
 AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
 AddEntityCollideCallback("Player","start","monster",true,1);
 AddEntityCollideCallback("grunt","stop","monsterend",true,1);
 AddEntityCollideCallback("Player","start2","monster",true,1);
 }
 
 void unlockdoor(string &in asEntity, int alState) {
 if(GetLeverState("lever")==1){ SetSwingDoorLocked("door", false, true);
 }
 }
 
 void func_slam(string &in asParent, string &in asChild, int alState)
 {
 SetPropHealth("door1", 0.0f);
 
 
 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 monster(string &in asParent, string &in asChild, int alstate){
 SetEntityActive("grunt",true);
 AddEnemyPatrolNode("grunt","node",0,"");
 }
 
 void monsterend(string &in asParent, string &in asChild, int alstate){
 SetEntityActive("grunt",false);
 }
 
 void monster2(string &in asParent, string &in asChild, int alstate){
 SetEntityActive("crawler",true);
 AddEnemyPatrolNode("crawler","node2",0,"");
 }
 
 Please note I'm very new so if you notice any fails, anything I am doing wrong please point it out. Thanks.
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	| 08-24-2012, 08:36 AM |  |  
	
		| Adny   Posting Freak
 
 Posts: 1,766
 Threads: 6
 Joined: Mar 2012
 Reputation: 
173
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			| RE: HPL level editor Need help now! 
 
				void OnStart(){
 SetEntityConnectionStateChangeCallback("lever", "unlockdoor");
 AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
 AddEntityCollideCallback("Player", "start", "monster", true, 1);
 AddEntityCollideCallback("grunt", "stop", "monsterend", true, 1);
 AddEntityCollideCallback("Player", "start2", "monster", true, 1);
 }
 
 The second bolded AddEntityCollideCallback should call the function "monster2"; it just calls the same function as the AddEntityCollideCallback for the first monster.
 
 AddEntityCollideCallback("Player", "start2", "monster2", true, 1);
 
 
 
 Hope that helped!
 
 I rate it 3 memes. |  |  
	| 08-24-2012, 08:45 AM |  |  
	
		| Fanstetic   Junior Member
 
 Posts: 8
 Threads: 2
 Joined: Aug 2012
 Reputation: 
0
 | 
			| RE: HPL level editor Need help now! 
 
				 (08-24-2012, 08:45 AM)andyrockin123 Wrote:  void OnStart(){
 SetEntityConnectionStateChangeCallback("lever", "unlockdoor");
 AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
 AddEntityCollideCallback("Player", "start", "monster", true, 1);
 AddEntityCollideCallback("grunt", "stop", "monsterend", true, 1);
 AddEntityCollideCallback("Player", "start2", "monster", true, 1);
 }
 
 The second bolded AddEntityCollideCallback should call the function "monster2"; it just calls the same function as the AddEntityCollideCallback for the first monster.
 
 AddEntityCollideCallback("Player", "start2", "monster2", true, 1);
 
 
 
 Hope that helped!
 Thank you sooo much!!!!!
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	| 08-24-2012, 08:50 AM |  |  |