JenniferOrange 
 
 
		
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RE: Errors on my errors?! 
			 
			
				DARN, I wanted cake Acies   
			 
			
			
 
Ba-da bing, ba-da boom. 
 
			
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	| 08-17-2011, 11:56 PM  | 
	
		
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		JetlinerX 
 
 
		
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RE: Errors on my errors?! 
			 
			
				ARGHHHHHHHHHHH I AM ABOUT TO THROW MY COMPUTER OUT A FREAKING WINDOW!!!!!!!!!!!! WTFFFFFFFFF 
 
WHY DO I STILL HAVE ERRORS!!!!!!!!!!!!!!!!!!!!!!! 
 
D:<
			 
			
			
 
			
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	| 08-17-2011, 11:57 PM  | 
	
		
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		JenniferOrange 
 
 
		
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RE: Errors on my errors?! 
			 
			
				Jeez Jet lol. 
The OnStart having a problem with me happened once before, and I fixed it by scrapping the entire script. /: If all else fails, you might have to.   
			 
			
			
 
Ba-da bing, ba-da boom. 
 
			
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	| 08-17-2011, 11:59 PM  | 
	
		
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		JetlinerX 
 
 
		
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RE: Errors on my errors?! 
			 
			
				I cant, this is my only achievement in scripting :'(
			 
			
			
 
			
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	| 08-18-2011, 12:01 AM  | 
	
		
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		JenniferOrange 
 
 
		
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RE: Errors on my errors?! 
			 
			
				Jet, let me try and test your script on my 'puter.  
Send me your map, please? Promise I won't look into it, just need it so the game will find everything.   
			 
			
			
 
Ba-da bing, ba-da boom. 
 
			
				
(This post was last modified: 08-18-2011, 12:02 AM by JenniferOrange.)
 
				
			 
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	| 08-18-2011, 12:02 AM  | 
	
		
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		JetlinerX 
 
 
		
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RE: Errors on my errors?! 
			 
			
				JenniferOrange is now dubed "Beta Tester for 'The Attic'"
			 
			
			
 
			
				
(This post was last modified: 08-18-2011, 12:39 AM by JetlinerX.)
 
				
			 
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	| 08-18-2011, 12:17 AM  | 
	
		
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		JetlinerX 
 
 
		
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RE: Errors on my errors?! 
			 
			
				Can anyone take a good guess as to why this code: 
void OnStart() 
{ 
        AddEntityCollideCallback("Player", "attic_sound_scare1", "OnBegin", true, 1); 
        SetEntityPlayerInteractCallback("key_1", "OnPickup", true); 
        AddEntityCollideCallback("Player", "atticdoorslam", "DoorScare", true, 1); 
        AddEntityCollideCallback("Player", "atticscare", "AtticScare", true, 1); 
        AddUseItemCallback("", "key_1", "mansion_8", "UsedKeyOnDoor", true); 
} 
void OnBegin(string &in asParent, string &in asChild, int alState) 
{ 
        PlaySoundAtEntity("", "amb_idle_whimp.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "insanity_baby_cry.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "door_level_cistern_close.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "general_thunder.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "break_stairs.snt", "attic_sound_scare1", 0.0f, true); 
} 
void OnPickup(string &in asParent, string &in asChild, int alState) 
{ 
        SetEntityActive("atticscare", true); 
} 
void DoorScare(string &in asParent, string &in asChild, int alState) 
{ 
        SetSwingDoorClosed("mansion_8", true, true); 
        SetSwingDoorLocked("mansion_8", true, true); 
        PlaySoundAtEntity("", "door_level_cistern_close.snt", "Player", 0.0f, true); 
} 
 
void AtticScare(string &in asParent, string &in asChild, int alState) 
{ 
        CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor1", false);     
        CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor1", false); 
        CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor2", false);     
        CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor2", false); 
        CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor3", false);     
        CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor3", false); 
        CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor4", false);     
        CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor4", false); 
        PlaySoundAtEntity("", "lurker_hit_Wood", "Player", 0, false); 
        GiveSanityDamage(20, true); 
        AddPlayerBodyForce(-40000, 25000, 0, false); 
        FadePlayerRollTo(75, 3, 2); 
        StartPlayerLookAt("mansion_8", 2, 2, ""); 
        SetPlayerCrouching(true); 
        AddTimer("", 2, "Timer1"); 
        AddTimer("", 10, "Timer2"); 
        GivePlayerDamage(10, "BloodSplat", false, false); 
        SetLanternDisabled(true); 
        PlaySoundAtEntity("", "player_bodyfall", "Player", 0, false); 
        FadeRadialBlurTo(1, 0.5); 
} 
void Timer1(string &in asTimer) 
{ 
    StartPlayerLookAt("level_celler_1", 0.4, 0.4, ""); 
    FadePlayerRollTo(-75, 3, 2); 
    AddTimer("", 2, "Timer3"); 
    PlaySoundAtEntity("", "react_sigh", "Player", 0, false); 
 
} 
void Timer3(string &in asTimer) 
{ 
    PlaySoundAtEntity("", "react_sigh", "Player", 0, false); 
    StartPlayerLookAt("level_celler_1", 0.7, 0.7, ""); 
    FadePlayerRollTo(0, 0, 0); 
    AddTimer("", 2, "Timer5"); 
    FadeRadialBlurTo(0, 1); 
} 
void Timer5(string &in asTimer) 
{ 
    PlaySoundAtEntity("", "react_scare", "Player", 0, false); 
} 
void Timer2(string &in asTimer) 
{ 
    SetPlayerCrouching(false); 
    StopPlayerLookAt(); 
    SetLanternDisabled(false); 
} 
void UsedKeyOnDoor(string &in asItem, string &in asEntity) 
{ 
        SetSwingDoorLocked("mansion_8", false, true); 
        PlaySoundAtEntity("", "unlock_door.snt", "mansion_8", 0, false); 
        RemoveItem("key_1"); 
} 
void OnLeave () 
{ 
}
 
Is not making my "AtticScare" still not trigger?
			  
			
			
 
			
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	| 08-18-2011, 01:24 PM  | 
	
		
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		DRedshot 
 
 
		
			Senior Member 
			
			
			
 
			
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RE: Errors on my errors?! 
			 
			
				instead of "SetEntityPlayerInteractCallback" i'd do something else. 
 
1. Click on "Key_1" in level editor 
2. Click the tab on the right of the screen 
3. In the first callback box, type a name, for example "OnInteract" 
4. Hover over the box, and read the description. it should say "asType can be OnBreak, OnIgnite, OnPickup" 
5. In your script write  
 
void OnInteract(string &in asEntity , string &in asType) 
{ 
// OnInteract must be exactly the same as the name you typed into that box in level editor 
if(asType=="OnPickup"){ 
SetEntityActive("atticscare", true); 
} 
}
			 
			
			
 
			
				
(This post was last modified: 08-18-2011, 01:44 PM by DRedshot.)
 
				
			 
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	| 08-18-2011, 01:43 PM  | 
	
		
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