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Script Help AddUseItemCallback and PlayerInteractCallback not working
craazyy1 Offline
Junior Member

Posts: 9
Threads: 2
Joined: Mar 2012
Reputation: 0
#8
RE: Declared thing is not declared

Major derpingtons :S
Had even saved the files as .snp
Apparently .snp is a sound format too... Tongue
They're still not executing though, anyone see why? or do i have to send the map file and everything? How do you get something to execute when you interact with it (Pick up a barrel in this case) (just incase i did it wrong, though the one with the key on the door should still work)

Meh, I'll skip that while waiting, and come back to it later.

Ok, nothing wants to work today, apparently.

Spoiler below!
void DoorFalls() //<>
{
SetEntityActive("servant_brute_1", true);
SetEnemyDisableTriggers("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 1, "idle");
} //


This part won't execute either.
I've tried:
Spoiler below!

(in OnStart)AddTimer("DoorFallsTimer", 60, "DoorFalls")

(In OnStart)AddUseItemCallback("", "key_door_1", "door1", "DoorFallsTimer", true);

(Global)DoorFallsTimer()
{
AddTimer("DoorFallsTimer", 30, DoorFalls)
}

And even writing DoorFalls in the PlayerInteractCallback on the door it appears behind.

The only way to get it to work is to run it directly from OnStart off the bat, which is not what i want

Chocobos are awesome! KWEH!! ^-^
Sorry for stupid questions, I'm kind of new to scripting
(This post was last modified: 05-30-2012, 11:19 PM by craazyy1.)
05-30-2012, 10:00 PM
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Messages In This Thread
RE: Declared thing is not declared - by craazyy1 - 05-30-2012, 08:57 PM
RE: Declared thing is not declared - by Damascus - 05-30-2012, 08:59 PM
RE: Declared thing is not declared - by craazyy1 - 05-30-2012, 09:54 PM
RE: Declared thing is not declared - by craazyy1 - 05-30-2012, 10:00 PM



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