Rokotain
Member
Posts: 54
Threads: 9
Joined: Jul 2011
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RE: Error Message, doesn't specify what problem is
Thank you for answering what you did so far still :]
I will post it here, to make it less messy in the original post.
Also extremely sorry for such messy scripts, it only appears like this on the forum post : p
Studium.hps file
Quote:////////////////////////////////////
//Area Book - Begin
void BookMemento(string &in asParent, string &in asChild, int alState)
{
AddQuest("StudyBookMemento", "StudyBookMemento");
}
//Area Book - End
////////////////////////////////////
////////////////////////////////////
//Hammer Grunt - Begin
void HammerGruntActivate(string &in asEntity, string &in OnPickup)
{
SetEntityActive("hammergrunt", true);
AddEnemyPatrolNode("doorgrunt", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("doorgrunt", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("doorgrunt", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("doorgrunt", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("doorgrunt", "PathNodeArea_15", 0, "");
AddEnemyPatrolNode("doorgrunt", "PathNodeArea_16", 0, "");
AddEnemyPatrolNode("doorgrunt", "PathNodeArea_17", 0, "");
AddEnemyPatrolNode("doorgrunt", "PathNodeArea_18", 0, "");
AddEnemyPatrolNode("doorgrunt", "PathNodeArea_19", 0, "");
AddEnemyPatrolNode("doorgrunt", "PathNodeArea_20", 0, "");
}
void HammerCollide(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke("doorgrunt", true);
}
//Hammer Grunt - End
////////////////////////////////////
////////////////////////////////////
//Room Grunt - Begin
void GruntRoom(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("roomgrunt", true);
AddEnemyPatrolNode("roomgrunt", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("roomgrunt", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("roomgrunt", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("roomgrunt", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("roomgrunt", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("roomgrunt", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("roomgrunt", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("roomgrunt", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("roomgrunt", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("roomgrunt", "PathNodeArea_10", 0, "");
}
void RoomCollide(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke("roomgrunt", true);
}
//Room Grunt - End
////////////////////////////////////
////////////////////////////////////
//Study Door - Begin
void StudyDoorKeyOpen(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("unlocked", "Studydoor", asEntity, 0.0f, false);
SetSwingDoorLocked("Studydoor", false, true);
RemoveItem(asItem);
}
void StudyStorageKeyOpen(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("unlocked", "StudyStorageDoor", asEntity, 0.0f, false);
AddQuest("StudyStorageMemento", "StudyStorageMemento");
RemoveItem(asItem)
}
void StudyStorageHammerOpen(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("break_wood1", "StudyStorageDoor", asEntity, 0.0f, false);
SetPropHealth("StudyStorageDoor", 0.0f);
CompleteQuest("StudyStorageMemento", "StudyStorageMemento");
}
void KeyWorkOpen(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("unlocked", "door_work", asEntity, 0.0f, false);
RemoveItem(asItem)
}
void WoodenBoardHammerOpen(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("break_wood1", "wooden_boards_1", asEntity, 0.0f, false);
SetPropHealth("wooden_boards_1", 0.0f);
}
//Study Door - End
////////////////////////////////////
////////////////////////////////////
//Door Close - Begin
void DoorCloseEvent(string &in asEntity, string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("enabled01", "door_close", asEntity, 0.0f, false);
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
StartPlayerLookAt("door_close", 20, 50, "");
AddTimer("", 2, "TimerStopPlayerLook");
SetSwingDoorClosed("door_close", true, true);
AddQuest("DoorCloseMemento", "DoorCloseMemento");
SetEntityActive("AreaQuestComplete1", true);
}
void TimerStopPlayerLook(string &in asTimer)
{
StopPlayerLookAt();
}
//Door Close - End
////////////////////////////////////
////////////////////////////////////
//Quest - Begin
void Quest1(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("StudyLevelDoor", "StudyLevelDoor");
}
//Quest - End
////////////////////////////////////
////////////////////////////////////
//Secret Shelf - Begin
void SecretShelfFunction(string &in asEntity, int alState)
{
if (alState == 1)
{
SetMoveObjectState("secretshelf",1.0f);
CompleteQuest("StudyBookMemento", "StudyBookMemento");
PlaySoundAtEntity("", "door_mansion_open.ogg", "secretlever1", 0, false);
return;
}
}
//Secret Shelf - End
////////////////////////////////////
void OnStart()
{
AddUseItemCallback("", "studydoorkey", "Studydoor", "StudyDoorKeyOpen", true);
AddUseItemCallback("", "key_work", "door_work", "KeyWorkOpen", true);
AddUseItemCallback("", "studystoragekey", "StudyStorageDoor", "StudyStorageKeyOpen", true);
AddUseItemCallback("", "hammer1", "wooden_boards_1", "WoodenBoardHammerOpen", true);
AddUseItemCallback("", "hammer1", "StudyStorageDoor", "StudyStorageHammerOpen", true);
AddEntityCollideCallback("Player", "AreaGruntRoom", "GruntRoom", true, 1);
AddEntityCollideCallback("Player", "AreaBookMemento", "BookMemento", true, 1);
AddEntityCollideCallback("Player", "AreaDoorClose", "DoorCloseEvent", true, 1);
AddEntityCollideCallback("Player", "AreaQuestComplete1", "Quest1", true, 1);
AddEntityCollideCallback("hammergrunt", "HammerGruntCollide", "HammerCollide", true, 1);
AddEntityCollideCallback("roomgrunt", "RoomGruntCollide", "RoomCollide", true, 1);
SetEntityConnectionStateChangeCallback("secretlever1", "SecretShelfFunction");
}
void OnEnter()
{
}
void OnLeave()
{
}
extra_english.lang file
Quote:<LANGUAGE>
//////////////////////////////
//Description - Start
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">[br]Dear Rokotain.[br][br]
You have been knocked unconscious for two days now as I'm writing this.[br]
You have been poisoned with a special toxin. I have analyzed it as much as I can for now, and you seem to be weakened... very weakned.[br]
You also will suffer some kind of amnesia. If you will remember me, I don't know...[br]
When you wake up, I will most likely be gone.[br]
I will leave you another note on your desk before I leave.[br]
Wake up please..[br]
</Entry>
//Description - End
//////////////////////////////
//////////////////////////////
//Note - Start
<CATEGORY Name="Journal">
<Entry Name="Note_StartNote_Name">Dear Rokotain.</Entry>
<Entry Name="Note_StartNote_Text">I will have to go, very soon. It is not safe for me here.
They are after me and I hope by doing what I did, he will leave you in peace.
I will tell you what happened as I doubt you remember anything.
</Entry>
</CATEGORY>
//Note - End
//////////////////////////////
//////////////////////////////
//Memento - Start
<CATEGORY Name="Journal">
<Entry Name="Quest_MinaDoor_Text">The door is locked with a small simple lock. It could easily be picked open.</Entry>
</CATEGORY>
<CATEGORY Name="Journal">
<Entry Name="Quest_DoorCloseMemento_Text">Someone locked the door! I need to find another way out of the room now.</Entry>
</CATEGORY>
<CATEGORY Name="Journal">
<Entry Name="Quest_StudyStorageMemento_Text">I've unlocked the door with the key, but it still won't budge. Although this is the oldest door in the Studium. It could be destroyed easily.</Entry>
</CATEGORY>
<CATEGORY Name="Journal">
<Entry Name="Quest_StudyLevelDoor_Text">The Studium Door is locked. Perhaps I should look around in some other rooms?</Entry>
</CATEGORY>
<CATEGORY Name="Journal">
<Entry Name="Quest_HallLevelDoor_Text">The Main Hall door is firmly locked. The key would most likely be in the Studium, if I remember correctly...</Entry>
</CATEGORY>
<CATEGORY Name="Journal">
<Entry Name="Quest_StudyBookMemento_Text">There is a strange bookshelf in the first room of the study. I should check if I can find a trigger mechanism, such as a lever somewhere.</Entry>
</CATEGORY>
//Memento - End
//////////////////////////////
//////////////////////////////
//Inventory - Start
<CATEGORY Name="Inventory">
<Entry Name="ItemDesc_MainHallKey">This is the key that will fit to the door leading to the Main Hall.</Entry>
<Entry Name="ItemName_MainHallKey">Main Hall Key</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemDesc_StudyMainKey">A solid steel key to unlock the Studium.</Entry>
<Entry Name="ItemName_StudyMainKey">Studium Key</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemDesc_StudyDoorKey">A key engraved with a capital "R". The key to my own personal study.</Entry>
<Entry Name="ItemName_StudyDoorKey">Study Key</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemDesc_StudyStorageKey">A small copper key. Most likely for one of the doors in the Studium.</Entry>
<Entry Name="ItemName_StudyStorageKey">Studium Key</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemDesc_KeyWorkRoom">An Iron key. Most likely for one of the doors in the Studium Storage area.</Entry>
<Entry Name="ItemName_KeyWorkRoom">Main Hall Key</Entry>
</CATEGORY>
//Inventory - End
//////////////////////////////
//////////////////////////////
//Flashbacks - Start
<CATEGORY Name="Flashbacks">
<Entry Name="StudySafe01">The Studium is one of my latest creations.</Entry>
<Entry Name="StudySafe02">It's a quiet and nice place to study or just relax.</Entry>
<Entry Name="StudySafe03">It also contains a great collection of books.</Entry>
<Entry Name="StudySafe04">Ohh I see. So this is the sort of place</Entry>
<Entry Name="StudySafe05">I could continue my research on?</Entry>
<Entry Name="StudySafe06">Yes, a very suitable one I would say.</Entry>
<Entry Name="StudySafe07">But it's getting late. We should get some rest.</Entry>
</CATEGORY>
<CATEGORY Name="Flashbacks">
<Entry Name="StudyDanger01">Quickly! They're comming!</Entry>
<Entry Name="StudyDanger02">I need to hide the key, but where?!</Entry>
<Entry Name="StudyDanger03">Under the carpet would do!</Entry>
<Entry Name="StudyDanger04">*Door Breaks*</Entry>
<Entry Name="StudyDanger05">*Girl Screams*</Entry>
</CATEGORY>
<CATEGORY Name="Flashbacks">
<Entry Name="BedroomTown01">Good Morning.</Entry>
<Entry Name="BedroomTown02">Had a good night's sleep, did you?</Entry>
<Entry Name="BedroomTown03">*Yawn*</Entry>
<Entry Name="BedroomTown04">Yes. Thank you.</Entry>
<Entry Name="BedroomTown05">Today we need to get some supplies from the local village.</Entry>
<Entry Name="BedroomTown06">Anything I should bring?</Entry>
<Entry Name="BedroomTown07">No. It will be fine. I got everything already.</Entry>
<Entry Name="BedroomTown08">Ok. I'll just put my lantern back into the workdesk.</Entry>
</CATEGORY>
<CATEGORY Name="Flashbacks">
<Entry Name="BedroomVisitors01">..and this will be your dormitories.</Entry>
<Entry Name="BedroomVisitors02">There are plenty of storage for supplies in the drawers and cupboards.</Entry>
<Entry Name="BedroomVisitors03">Tomorrow you can start working on the studium corridors.</Entry>
<Entry Name="BedroomVisitors04">But isn't the studium locked?</Entry>
<Entry Name="BedroomVisitors05">Do not worry. I will leave the key in one of your rooms.</Entry>
<Entry Name="BedroomVisitors06">Good night.</Entry>
</CATEGORY>
//Flashbacks - End
//////////////////////////////
</LANGUAGE>
(This post was last modified: 12-31-2011, 12:24 PM by Rokotain.)
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