Sauron The King   
 
 
		
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Collapse 
  
			 
			
				Hello, 
I am new to scripting and I wanted to make a hallway in which a part collapses. 
When you enter the Zone "Collapse_Sleepingrooms", the entity "cave_in_1" will become active, a sound of crushing stones will sound ("04_rock_break.snt") and smoke will come out of the hallway. 
I have made the following:
////////////////////////////////////////////////// 
// Slaapkamer Geheime doorgang 
void OnStart() 
{ 
SetEntityConnectionStateChangeCallback("Lever_Sleepingroom", "func_shelf"); 
} 
  
  
void func_shelf(string &in asEntity, int alState) 
{ 
     if (alState == 1) 
     { 
     SetMoveObjectState("Shelf_Secret_Sleepingroom",1.0f); 
     PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false); 
          return; 
     } 
} 
////////////////////////////////////////////////// 
// Slaapkamer boel stort in 
void Onstart () 
{AddEntityCollideCallback("Player", "Collapse_Sleepingrooms", "Collidewhencollapse", "true", 1);} 
 
{void SetEntityActive("cave_in_1", "true");}
I need to know what I have to do after this, because I won't get any further. If I test it now, I will get the following error:
 
  Naamloos2.jpg  (Size: 43.15 KB / Downloads: 310)
Could someone help me with this?
Kind regards,
Brian
			
 
			
 
 
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  Naamloos.jpg  (Size: 26 KB / Downloads: 239)
 
			
			
		  
	
 
 
	10-27-2011, 11:52 PM   
	
		
	 
 
	
		 
		Your Computer   
 
 
		
			SCAN ME! 
			
			
			
 
			
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RE: Collapse 
  
			 
			
				You missed a function header on the last code block.
			
			
			
 
			
		  
	
 
 
	10-27-2011, 11:58 PM   
	
		
	 
 
	
		 
		Sauron The King   
 
 
		
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RE: Collapse 
  
			 
			
				 (10-27-2011, 11:58 PM) Your Computer Wrote:   You missed a function header on the last code block.How do you add a function header and how should it look like in my scripts? 
Yes I know, I am noobie at this. This is the first time working with it.
			
 
			
			
			
		  
	
 
 
	10-28-2011, 09:50 AM   
	
		
	 
 
	
		 
		flamez3   
 
 
		
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RE: Collapse 
  
			 
			
				 (10-28-2011, 09:50 AM) Sauron The King Wrote:   (10-27-2011, 11:58 PM) Your Computer Wrote:   You missed a function header on the last code block. How do you add a function header and how should it look like in my scripts?  
Yes I know, I am noobie at this. This is the first time working with it.You can't have a event happening anywhere, it has to be in a function block for it to work. 
False:
void Onstart  () { AddEntityCollideCallback ( "Player" ,  "Collapse_Sleepingrooms" ,  "Collidewhencollapse" ,  "true" ,  1 );} { void SetEntityActive ( "cave_in_1" ,  "true" );}  
 
True:
void Onstart  () { AddEntityCollideCallback ( "Player" ,  "Collapse_Sleepingrooms" ,  "Collidewhencollapse" ,  "true" ,  1 );} void Collidewhencollapse ( string  & in asParent ,  string  & in asChild ,  int alState ) {     void SetEntityActive ( "cave_in_1" ,  "true" );}  
 
It might be hard to read due to formatting of the text in the forums though :S
			
 
			
			
 
			
				
(This post was last modified: 10-28-2011, 10:15 AM by flamez3 .) 
 
				
			 
		  
	
 
 
	10-28-2011, 10:13 AM   
	
		
	 
 
	
		 
		devin413   
 
 
		
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RE: Collapse 
  
			 
			
				
Spoiler below!   
void func_shelf(string &in asEntity, int alState)
{
 if (alState == 1)
 {
 SetMoveObjectState("Shelf_Secret_Sleepingroom",1.0f);
 PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false);
 return;
 }
}
//////////////////////////////////////////////////
// Slaapkamer boel stort in
//////////////////////////////////////////////////
// Slaapkamer Geheime doorgang
//yehh a german one was geht 
 
void OnEnter()
{
AddEntityCollideCallback("Player", "Collapse_Sleepingrooms", "Collidewhencollapse", true, 1);
SetEntityActive("cave_in_1", true);
SetEntityConnectionStateChangeCallback("Lever_Sleepingroom", "func_shelf");
}
// True never made so "True"   you must make it so SetEntityActive("cave_in_1", true);
//SetEntityActive(string& asName, bool abActive); bool abActive = True or False it dont need to declaration
  
 
 
 
hope that helps you
			
 
			
			
 
Boris Game Studios : Devin413 Moddels Maps Scripts. 
Tenebris Lake 
Killings In Altstadt   
			
				
(This post was last modified: 10-28-2011, 02:33 PM by devin413 .) 
 
				
			 
		  
	
 
 
	10-28-2011, 12:12 PM   
	
		
	 
 
	
		 
		Sauron The King   
 
 
		
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RE: Collapse 
  
			 
			
				Thanks for the quick responses!
And actually I am a dutchman 
 (From holland)
After I read the posts, I made this:
////////////////////////////////////////////////// 
// Slaapkamer Geheime doorgang 
void OnStart() 
{ 
SetEntityConnectionStateChangeCallback("Lever_Sleepingroom", "func_shelf"); 
} 
 
 
void func_shelf(string &in asEntity, int alState) 
{ 
    if (alState == 1) 
    { 
    SetMoveObjectState("Shelf_Secret_Sleepingroom",1.0f); 
    PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false); 
          return; 
    } 
} 
////////////////////////////////////////////////// 
// Slaapkamer boel stort in 
void OnEnter() 
{ 
AddEntityCollideCallback("Player", "Collapse_Sleepingrooms", "Collidewhencollapse", true, 1); 
} 
 
void Collidewhencollapse(string &in asParent, string &in asChild, int alState) 
{SetEntityActive("cave_in_1", "true");}
If I left "void Collidewhencollapse(string &in asParent, string &in asChild, int alState)" away, the Entity (The fallen rocks) will be there right away. So I thought that I would make the rocks appear after I entered the area by adding that sentence. 
If I play my map now, I will get the following error: 
"FATAL ERROR: Could not load script file 'mymaps/The_Haunted_Castle_of_Algium.hps'!
main (26,2): ERR : No matching signatures to 'SetEntityActive(string@&, string @&)'
I want the rocks to appear after I entered the area. When they appear, there must be a sound of collapsing stones. 
Thanks for helping me before, but could you help me further with this?
			
 
			
			
			
		  
	
 
 
	10-28-2011, 12:53 PM   
	
		
	 
 
	
		 
		flamez3   
 
 
		
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RE: Collapse 
  
			 
			
				 (10-28-2011, 12:53 PM) Sauron The King Wrote:   Thanks for the quick responses! 
And actually I am a dutchman   (From holland) 
 
After I read the posts, I made this: 
 
////////////////////////////////////////////////// 
// Slaapkamer Geheime doorgang 
void OnStart() 
{ 
SetEntityConnectionStateChangeCallback("Lever_Sleepingroom", "func_shelf"); 
} 
 
 
void func_shelf(string &in asEntity, int alState) 
{ 
    if (alState == 1) 
    { 
    SetMoveObjectState("Shelf_Secret_Sleepingroom",1.0f); 
    PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false); 
          return; 
    } 
} 
////////////////////////////////////////////////// 
// Slaapkamer boel stort in 
void OnEnter() 
{ 
AddEntityCollideCallback("Player", "Collapse_Sleepingrooms", "Collidewhencollapse", true, 1); 
} 
 
void Collidewhencollapse(string &in asParent, string &in asChild, int alState) 
{SetEntityActive("cave_in_1", "true");}
 
If I left "void Collidewhencollapse(string &in asParent, string &in asChild, int alState)" away, the Entity (The fallen rocks) will be there right away. So I thought that I would make the rocks appear after I entered the area by adding that sentence.  
If I play my map now, I will get the following error:  
"FATAL ERROR: Could not load script file 'mymaps/The_Haunted_Castle_of_Algium.hps'! 
main (26,2): ERR : No matching signatures to 'SetEntityActive(string@&, string @&)' 
 
I want the rocks to appear after I entered the area. When they appear, there must be a sound of collapsing stones.  
Thanks for helping me before, but could you help me further with this?This happened because you have put "" around a bool. Bools do not need "" around them. change "true" to true
			
 
			
			
 
			
		  
	
 
 
	10-28-2011, 01:15 PM   
	
		
	 
 
	
		 
		devin413   
 
 
		
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RE: Collapse 
  
			 
			
				
Spoiler below!   
 
void func_shelf(string &in asEntity, int alState) 
{ 
 if (alState == 1) 
 { 
 SetMoveObjectState("Shelf_Secret_Sleepingroom",1.0f); 
 PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false); 
 return; 
 } 
} 
////////////////////////////////////////////////// 
// Slaapkamer boel stort in 
 
 
 
void Collidewhencollapse(string &in asParent, string &in asChild, int alState) 
{ 
PlaySoundAtEntity("RockSound", "explosion_rock_large.snt", "Player", 0.0F, false); 
StartScreenShake(0.2, 2, 0.2, 0.2); 
SetEntityActive("cave_in_1", true); 
} 
 
 
void OnEnter() 
{ 
SetEntityConnectionStateChangeCallback("Lever_Sleepingroom", "func_shelf"); 
 
 
 
 
//AddEntityCollide// 
 
AddEntityCollideCallback("Player", "Collapse_Sleepingrooms", "Collidewhencollapse", true, 1); 
} 
 
 
 
 
hope you mean that like i do it
i add a screen shake
			
 
			
			
 
Boris Game Studios : Devin413 Moddels Maps Scripts. 
Tenebris Lake 
Killings In Altstadt   
			
				
(This post was last modified: 10-28-2011, 02:50 PM by devin413 .) 
 
				
			 
		  
	
 
 
	10-28-2011, 02:44 PM   
	
		
	 
 
	
		 
		flamez3   
 
 
		
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RE: Collapse 
  
			 
			
				 (10-28-2011, 02:44 PM) devin413 Wrote:  
Spoiler below!   
 
void func_shelf(string &in asEntity, int alState) 
{ 
if (alState == 1) 
{ 
SetMoveObjectState("Shelf_Secret_Sleepingroom",1.0f); 
PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false); 
return; 
} 
} 
////////////////////////////////////////////////// 
// Slaapkamer boel stort in 
 
 
 
void Collidewhencollapse(string &in asParent, string &in asChild, int alState) 
{ 
PlaySoundAtEntity("RockSound", "explosion_rock_large.snt", "Player", 0.0F, false); 
StartScreenShake(0.2, 2, 0.2, 0.2); 
SetEntityActive("cave_in_1", true); 
} 
 
 
void OnEnter() 
{ 
SetEntityConnectionStateChangeCallback("Lever_Sleepingroom", "func_shelf"); 
 
 
 
 
//AddEntityCollide// 
 
AddEntityCollideCallback("Player", "Collapse_Sleepingrooms", "Collidewhencollapse", true, 1); 
} 
 
 
 
 
hope you mean that like i do it 
i add a screen shakeYou have a 0.2 on your screen shake and to be safe make sure you put a f after them. 
			
 
			
			
 
			
		  
	
 
 
	10-28-2011, 03:09 PM   
	
		
	 
 
	
		 
		devin413   
 
 
		
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RE: Collapse 
  
			 
			
				rofl >.> i nerver make an f behind it 
 
			 
			
			
 
Boris Game Studios : Devin413 Moddels Maps Scripts. 
Tenebris Lake 
Killings In Altstadt   
			
		  
	
 
 
	10-28-2011, 03:16 PM