Neelke 
 
 
		
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Script help (complex script) SOLVED 
			 
			
				int glNumOfAreas = 6; 
 
string[] gvEnemies = { "brute", "grunt" } 
 
//--------------------------------------------------------------------- 
 
// This chooses what enemy to pick 
string ChoseEnemy() 
{ 
    int lIndex = RandInt(0, 1); 
     
    return gvEnemies[lIndex]; 
} 
 
// This inits an enemy 
void InitEnemies() 
{ 
    // General setup 
    SetEntityActive("servant_ChoseEnemy()_*, false); 
    SetEnemyDisabled("servant_ChoseEnemy()_*, false); 
    ClearEnemyPatrolNodes("servant_ChoseEnemy()_*); 
     
    //////////////// 
    // Different pathnodes 
    // 1 
    if(RandInt(0,1)==1)    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,7), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_80", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_83", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_78", RandFloat(1,3), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_41", RandFloat(1,2), ""); 
    else            AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_3", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_1", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_4", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_5", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_14", RandFloat(1,1), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_17", RandFloat(1,1), ""); 
     
    ////////////////////////// 
    // 2 
    if(RandInt(0,1)==1)    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_78", RandFloat(1,7), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_8", RandFloat(1,3), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_14", RandFloat(1,2), ""); 
    else            AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_85", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_88", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_56", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_57", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_55", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_59", RandFloat(1,1), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_64", RandFloat(1,1), ""); 
     
    ////////////////////////// 
    // 3 
    AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_59", RandFloat(1,3), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_55", RandFloat(1,3), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_57", RandFloat(1,2), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_88", RandFloat(1,1), ""); 
     
    ////////////////////////// 
    // 4 
    if(RandInt(0,1)==1)    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_71", RandFloat(1,7), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_74", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_30", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_34", RandFloat(1,3), ""); 
    else            AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_65", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_64", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_59", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_55", RandFloat(1,3), ""); 
                     
    ////////////////////////// 
    // 5 
    if(RandInt(0,1)==1)    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_17", RandFloat(1,7), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_14", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_8", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_5", RandFloat(1,3), ""); 
    else            AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_24", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_27", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_30", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_74", RandFloat(1,3), ""); 
                     
    ////////////////////////// 
    // 6 
    AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_43", RandFloat(1,2), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_41", RandFloat(1,3), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_78", RandFloat(1,2), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_83", RandFloat(1,1), ""); 
} 
 
// Helper to reset all enemy event related stuff 
void ResetEnemyEvent() 
{ 
    SetLocalVarInt("EnemyEventActive", 0); //Clear that any enemy event is in progress! 
     
    RemoveTimer("EnemyEventStart"); //In case the timer has ended yet. 
} 
 
//--------------------------------------------------------------------- 
 
void EnemyDisabled(string &in asEnemy, string &in asType) 
{ 
    ResetEnemyEvent(); 
     
    AddDebugMessage("Disabled Enemy: "+ asEnemy, false); 
} 
 
//--------------------------------------------------------------------- 
 
void CollideEnemyEvent(string &in asParent, string &in asChild, int alState) 
{ 
    ///////////////////////// 
    //Check if OK to start event 
     
    //There can only be one enemy event triggered at any time! 
    if(GetLocalVarInt("EnemyEventActive")==1) return; 
    SetLocalVarInt("EnemyEventActive",1); 
     
    //Get index of area (and the enemy) 
    int lIdx = GetLocalVarInt(asChild+"_Idx");  
    SetLocalVarInt("EnemyEvent_Idx",lIdx); 
     
    ///////////////////////// 
    //Start up event 
     
    //Area only triggered once! 
    SetEntityActive(asChild, false);  
         
    //Use timer so it enconter feels more random 
    AddTimer("EnemyEventStart", RandFloat(0.5, 3.5), "TimerEnemyEventStart"); 
     
    //Setup checkpoint 
    string sCheckPointStartPos = "PlayerStartArea_"+RandInt(2,4); 
     
    CheckPoint("checkpoint", sCheckPointStartPos, "CheckPointEnemy", "Hints", "Regular"); 
} 
 
//Used a delay start of enemy to make it feel more random. 
void TimerBruteEventStart(string &in asTimer) 
{ 
    int lIdx = GetLocalVarInt("EnemyEvent_Idx"); 
     
    SetEntityActive("servant_ChoseEnemy()_"+lIdx, true); 
     
    AddDebugMessage("Started enemy event: "+ "servant_ChoseEnemy()_"+lIdx, false); 
} 
 
//--------------------------------------------------------------------- 
 
void CheckPointEnemy(string &in asName, int alCount) 
{ 
    ResetEnemyEvent(); 
     
    InitEnemies(); //Reset all enemy paths 
         
    //Enable a random area 
    int lIdx = RandInt(1, glNumOfAreas); 
    SetEntityActive("Area_Event_"+lIdx, true); 
     
    AddDebugMessage("Checkpoint activated Random Area: "+lIdx, false); 
} 
 
//////////////////////////// 
// Run first time starting map 
void OnStart() 
{ 
    SetMapDisplayNameEntry("SewerSouth"); 
     
    //Enemies 
    for(int i=1; i<=glNumOfAreas; ++i) 
    { 
        AddEntityCollideCallback("Player", "Area_Event_"+i, "CollideEnemyEvent", false, 1); 
        SetLocalVarInt("Area_Event_"+i+"_Idx", i); 
         
    } 
}
 
Appearntly theres a unexpected end of file or so, and I am really bad at locating those. Would you guys help me a little?
			  
			
			
			
				
(This post was last modified: 02-19-2014, 03:34 PM by Neelke.)
 
				
			 
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	| 02-19-2014, 10:24 AM  | 
	
		
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		PutraenusAlivius 
 
 
		
			Posting Freak 
			
			
			
 
			
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RE: Script help (complex script) 
			 
			
				I think you forgot some brackets at the InitEnemies function at the If-Else statements. Notepad++ is not helping here.
			 
			
			
 
"Veni, vidi, vici." 
"I came, I saw, I conquered." 
			
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	| 02-19-2014, 12:41 PM  | 
	
		
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		Traggey 
 
 
		
			is mildly amused 
			
			
			
 
			
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RE: Script help (complex script) 
			 
			
				Wrong forum, moved to development support.
			 
			
			
			
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	| 02-19-2014, 12:42 PM  | 
	
		
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		Mudbill 
 
 
		
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RE: Script help (complex script) 
			 
			
				Yes, as JustAnotherPlayer said, the curly braces are missing in your if-statements. There might be something else wrong here but I do not want to dedicate time to analyse the script if this is the only problem. Fix it, then if it's still not working I can take a closer look. 
If-statements do not need the curly braces if you only have 1 function following it, but as soon as you have multiple, you'll need to add the block to surround those. You might already know this but forgot.
 
Example:
 if(a == b) { 
    RunScript(); 
    RunAnotherScript(); 
}
  
			 
			
			
 
			
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	| 02-19-2014, 01:08 PM  | 
	
		
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		Daemian 
 
 
		
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RE: Script help (complex script) 
			 
			
				Also check this 
SetEntityActive("servant_ChoseEnemy()_*, false); 
 
 
Try with this instead:
 SetEntityActive("servant_" + ChoseEnemy(), false); 
 
  
			 
			
			
 
			
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	| 02-19-2014, 03:18 PM  | 
	
		
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		Neelke 
 
 
		
			Senior Member 
			
			
			
 
			
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RE: Script help (complex script) 
			 
			
				Alright, I fixed it. Turned it to be a quite small detail. 
int glNumOfAreas = 6; 
 
string[] gvEnemies = { "brute", "grunt" }; 
 
//--------------------------------------------------------------------- 
 
// This chooses what enemy to pick 
string ChoseEnemy() 
{ 
    int lIndex = RandInt(0, 1); 
     
    return gvEnemies[lIndex]; 
}; 
 
// This inits an enemy 
void InitEnemies() 
{ 
    // General setup 
    SetEntityActive("servant_ChoseEnemy()_*", false); 
    SetEnemyDisabled("servant_ChoseEnemy()_*", false); 
    ClearEnemyPatrolNodes("servant_ChoseEnemy()_*"); 
     
    //////////////// 
    // Different pathnodes 
    // 1 
    if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,7), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_80", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_83", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_78", RandFloat(1,3), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_41", RandFloat(1,2), ""); 
    }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_3", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_1", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_4", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_5", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_14", RandFloat(1,1), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_17", RandFloat(1,1), ""); 
    } 
     
    ////////////////////////// 
    // 2 
    if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_78", RandFloat(1,7), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_8", RandFloat(1,3), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_14", RandFloat(1,2), ""); 
    }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_85", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_88", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_56", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_57", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_55", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_59", RandFloat(1,1), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_64", RandFloat(1,1), ""); 
    } 
     
    ////////////////////////// 
    // 3 
    AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_59", RandFloat(1,3), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_55", RandFloat(1,3), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_57", RandFloat(1,2), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_88", RandFloat(1,1), ""); 
     
    ////////////////////////// 
    // 4 
    if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_71", RandFloat(1,7), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_74", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_30", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_34", RandFloat(1,3), ""); 
    }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_65", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_64", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_59", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_55", RandFloat(1,3), ""); 
    } 
                     
    ////////////////////////// 
    // 5 
    if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_17", RandFloat(1,7), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_14", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_8", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_5", RandFloat(1,3), ""); 
    }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_24", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_27", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_30", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_74", RandFloat(1,3), ""); 
    } 
                     
    ////////////////////////// 
    // 6 
    AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_43", RandFloat(1,2), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_41", RandFloat(1,3), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_78", RandFloat(1,2), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_83", RandFloat(1,1), ""); 
}
 
Added a few missing ; { and }. Dont know why a few of these were necessary.
			  
			
			
			
				
(This post was last modified: 02-19-2014, 03:33 PM by Neelke.)
 
				
			 
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	| 02-19-2014, 03:33 PM  | 
	
		
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		Mudbill 
 
 
		
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RE: Script help (complex script) SOLVED 
			 
			
				Well, it is part of the syntax. I would've expected someone using complex code like this to know the syntax. Did you not write this code yourself perhaps?
			 
			
			
 
			
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	| 02-19-2014, 03:59 PM  | 
	
		
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		Neelke 
 
 
		
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RE: Script help (complex script) SOLVED 
			 
			
				I knew why these ; were necessary. I don't undestand why the {  } were needed. 
// 1 
    if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,7), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_80", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_83", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_78", RandFloat(1,3), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_41", RandFloat(1,2), ""); 
    }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_3", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_1", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_4", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_5", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_14", RandFloat(1,1), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_17", RandFloat(1,1), ""); 
    } 
     
    ////////////////////////// 
    // 2 
    if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_78", RandFloat(1,7), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_8", RandFloat(1,3), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_14", RandFloat(1,2), ""); 
    }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_85", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_88", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_56", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_57", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_55", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_59", RandFloat(1,1), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_64", RandFloat(1,1), ""); 
    } 
     
    ////////////////////////// 
    // 3 
    AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_59", RandFloat(1,3), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_55", RandFloat(1,3), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_57", RandFloat(1,2), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_88", RandFloat(1,1), ""); 
     
    ////////////////////////// 
    // 4 
    if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_71", RandFloat(1,7), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_74", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_30", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_34", RandFloat(1,3), ""); 
    }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_65", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_64", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_59", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_55", RandFloat(1,3), ""); 
    } 
                     
    ////////////////////////// 
    // 5 
    if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_17", RandFloat(1,7), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_14", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_8", RandFloat(1,5), ""); 
                        AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_5", RandFloat(1,3), ""); 
    }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_24", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_27", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_30", RandFloat(1,3), ""); 
                    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_74", RandFloat(1,3), ""); 
    } 
                     
    ////////////////////////// 
    // 6 
    AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_43", RandFloat(1,2), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_41", RandFloat(1,3), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_78", RandFloat(1,2), ""); 
    AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_83", RandFloat(1,1), "");
 
I expected it to be fine without those here. And I wrote most of this, but I used other hps files as guides.
			  
			
			
			
				
(This post was last modified: 02-19-2014, 04:48 PM by Neelke.)
 
				
			 
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	| 02-19-2014, 04:47 PM  | 
	
		
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		Mudbill 
 
 
		
			Muderator 
			
			
			
 
			
	Posts: 3,881 
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RE: Script help (complex script) SOLVED 
			 
			
				Ah, well as I explained in my example before, the if-statement only executes the first thing coming after it. If the first thing is a block however, it will run everything within that block. Without the block, the script will only test the first line with the if-statement, but accept all the others regardless.
			 
			
			
 
			
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	| 02-19-2014, 06:16 PM  | 
	
		
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