Statyk
Schrödinger's Mod
Posts: 4,390
Threads: 72
Joined: Sep 2011
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RE: Problem with timing script...
(01-10-2012, 02:25 AM)flamez3 Wrote: Quote:void OnStart()
{
///AREAS
AddEntityCollideCallback("Player", "monsterspawn", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "clockbong", "ClockScare", true, 1);
AddEntityCollideCallback("Player", "basementarea", "BasementLevel", true, 1);
///MESSAGES
SetEntityPlayerInteractCallback("Girls_Dorm_First_Floor", "IsItLocked3", true);
SetEntityPlayerInteractCallback("Boys_Dorm_First_Floor", "IsItLocked4", true);
SetEntityPlayerInteractCallback("ra_office", "IsItLocked5", true);
AddEntityCollideCallback("Player", "thirdfloorstairs", "ThirdStairs", true, 1);
///USE ITEMS
AddUseItemCallback("", "girl_key", "Girls_Dorm_First_Floor", "UnlockDoor", true);
///MONSTER SPAWN
SetEntityPlayerInteractCallback("girl_key", "SpawnMonster", true);
//TIMER
FadeOut(0);
AddTimer("", 4, "intro1");
}
void intro1(string &in asTimer)
{
SetMessage("Intro", "Beginning", 5);
AddTimer("", 6, "intro2");
}
void intro2(string &in asTimer)
{
SetMessage("Intro", "Beginning2", 5);
AddTimer("", 6, "intro4");
}
void intro4(string &in asTimer)
{
SetMessage("Intro", "Beginning3", 5);
AddTimer("", 6, "intro3");
}
void intro3(string &in asTimer)
{
FadeIn(2);
}
I fixed it for I think (I can't test it now) You can't have a dangling block hanging somewhere.
{
FadeOut(0);
AddTimer("", 4, "intro1");
}
Take that for example. You have no function name or syntax. That would go in void OnStart() since you want that to happen when the game starts. Don't apply the bolded area. that was a mistake flamez3 made =\
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