Austums 
 
 
		
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Use key to unlock door script, but the script crashes my level? 
			 
			
				Hi guys. I just added this to my hps 
void OnStart() 
{ 
AddEnemyPatrolNode("servant_grunt_1","PathNodeArea_25",3.0f, ""); 
AddEnemyPatrolNode("servant_grunt_1","PathNodeArea_17",3.0f, ""); 
AddEntityCollideCallback("Player", "Scream_1", "Scream_1", true, 1); 
AddEntityCollideCallback("Player", "Monster_1", "MonsterFunc1", true, 1); 
AddUseItemCallback("", "key_study_1", "level_wood_1", "KeyOnDoor", true);  
} 
 
void KeyOnDoor(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("level_wood_1", false, true); 
    PlaySoundAtEntity("", "unlock_door.snt", "level_wood_1", 0.0f, true); 
}
 
The AddUseItemCallback is where the key stuff starts, obviously.
 
I don't see what the problem is. I named everything correctly.
 
Oh, here's the error I get
 
main (28,5) : ERR: No matching signatures to 'SetLevelDoorLocked(string@&, const bool, const bool)'
			  
			
			
			
				
(This post was last modified: 03-23-2011, 06:22 PM by Austums.)
 
				
			 
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	| 03-23-2011, 06:19 PM  | 
	
		
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		Viperdream 
 
 
		
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RE: Use key to unlock door script, but the script crashes my level? 
			 
			
				What does the error say? 
EDIT: 
Nevermind, this is what's wrong, you left the name open.
 AddUseItemCallback("KeyOnDoor", "key_study_1", "level_wood_1", "KeyOnDoor", true);  //Fix'd code
 
This should help
			  
			
			
 
			
				
(This post was last modified: 03-23-2011, 06:25 PM by Viperdream.)
 
				
			 
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	| 03-23-2011, 06:22 PM  | 
	
		
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		Austums 
 
 
		
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RE: Use key to unlock door script, but the script crashes my level? 
			 
			
				Updated my original post with the error. 
 
Still getting an error :/
 
ERR: No matching signatures to 'SetLevelDoorLocked(string@&, const bool, const bool)' 
 
I'll post my entire script. Everything works fine when I take out this new door script, btw. Also thank you for your help!
 void OnEnter() 
{ 
AddTimer("FadeIntro", 0, "FadeIntro"); 
} 
 
void FadeIntro(string &in asTimer) 
{ 
FadeOut(0); 
FadeIn(6); 
PlaySoundAtEntity("Startle_1", "react_scare.snt", "Startle_1", 0, false); 
} 
 
void OnLeave() 
{ 
} 
 
void OnStart() 
{ 
AddEnemyPatrolNode("servant_grunt_1","PathNodeArea_25",3.0f, ""); 
AddEnemyPatrolNode("servant_grunt_1","PathNodeArea_17",3.0f, ""); 
AddEntityCollideCallback("Player", "Scream_1", "Scream_1", true, 1); 
AddEntityCollideCallback("Player", "Monster_1", "MonsterFunc1", true, 1); 
AddUseItemCallback("KeyOnDoor", "key_study_1", "level_wood_1", "KeyOnDoor", true); 
 
} 
 
void KeyOnDoor(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("level_wood_1", false, true); 
    PlaySoundAtEntity("", "unlock_door.snt", "level_wood_1", 0.0f, true); 
} 
 
void MonsterFunc1(string &in asParent, string &in asChild, int alState) 
{ 
  SetEntityActive("servant_grunt_1", true); 
} 
void Scream_1(string &in asParent, string &in asChild, int alStates) 
{ 
   AddTimer("Somenamedoesntreallymatter", 3.0f, "Scream_Trigger"); 
} 
 
void Scream_Trigger(string &in asTimer) 
{ 
   PlaySoundAtEntity("Scream_1", "12_girl_scream.snt", "Scream_1", 0, false); 
   PlaySoundAtEntity("Scream_1", "react_scare.snt", "Scream_1", 0, false); 
   StartPlayerLookAt("LookArea_1", 2, 2, ""); 
   AddTimer("Somenamedoesntreallymatter", 2.0f, "LookArea_Trigger"); 
} 
void LookArea_Trigger(string &in asTimer) 
{ 
   StopPlayerLookAt(); 
}
  
			 
			
			
			
				
(This post was last modified: 03-23-2011, 06:29 PM by Austums.)
 
				
			 
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	| 03-23-2011, 06:23 PM  | 
	
		
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		Viperdream 
 
 
		
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RE: Use key to unlock door script, but the script crashes my level? 
			 
			
				Wait, now I see the problem 
Remove the last "true" of the SetLevelDoorLocked
 
Level doors don't have an effect   
			 
			
			
 
			
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	| 03-23-2011, 06:30 PM  | 
	
		
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		Austums 
 
 
		
			Member 
			
			
			
 
			
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RE: Use key to unlock door script, but the script crashes my level? 
			 
			
				Good news is the level ran! 
 
Bad news is, the door wasn't even locked. xD Do I lock a door from the Level Editor?
			 
			
			
			
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	| 03-23-2011, 06:33 PM  | 
	
		
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		Viperdream 
 
 
		
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RE: Use key to unlock door script, but the script crashes my level? 
			 
			
				Yup 
You can also do that in the script with
 void OnStart() 
{ 
SetLevelDoorLocked("level_door", true); 
}
 
But that's kind of a waste of time   
			 
			
			
 
			
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	| 03-23-2011, 06:35 PM  | 
	
		
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