hps scripting and .lang errors?
Hi guy
For a total of almost 20 hours, i've tried to read and test my way through my possible errors in my .lang and .hps file, but i just can't find them.
My problem in the .lang file is that it wont use the name and description i've given it on 6 of my keys
(mansionkey1, 2, 3 , 4 , 5 and 6)
In my .hps file my mansionkey4, 5 and 6 wont work, despite i done the same thing with other keys, and they work just fine.
I hope there some of you there want to help me with whats wrong.
PS. my files are in right places
_______________________________________________________________
extra_english.lang file:
<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">Your villiage's precious statue has been stolen.[br][br]After some discussion between the council members, and they came to following agreement.[br]They have decided that it is you, that have to enter the mansion, and get back their precious statue.[br][br]Good Luck!</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_CorridorKey">Corridor Key</Entry>
<Entry Name="ItemDesc_CorridorKey">Opwns the door to the corridor</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_CellarKey">Cellar Key</Entry>
<Entry Name="ItemDesc_CellarKey">Opens the door to the cellars</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_CellarKey2">Mansion Key</Entry>
<Entry Name="ItemDesc_CellarKey2">Opens the door to the mansion</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_HallwayKey">Hallway Key</Entry>
<Entry Name="ItemDesc_HallwayKey">Opens the door to the hallway</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_mansionkey1">Mansion Key</Entry>
<Entry Name="ItemDesc_mansionkey1">Opens a mansion door</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_mansionkey2">Mansion Key</Entry>
<Entry Name="ItemDesc_mansionkey2">Opens a mansion door</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_mansionkey3">Mansion Key</Entry>
<Entry Name="ItemDesc_mansionkey3">Opens a mansion door</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_mansionkey4">Mansion Key</Entry>
<Entry Name="ItemDesc_mansionkey4">Opens a mansion door</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_mansionkey5">Mansion Key</Entry>
<Entry Name="ItemDesc_mansionkey5">Opens a mansion door</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_mansionkey6">Mansion Key</Entry>
<Entry Name="ItemDesc_mansionkey6">Opens a mansion door</Entry>
</CATEGORY>
<CATEGORY Name="Journal">
<Entry Name="Note_note1_Name">A Little Information</Entry>
<Entry Name="Note_note1_Text">Day 1[br][br]My name is Martin, I was sent into this old and abandoned mansion to find a golden statue, which is very precious to our village.[br][br]The statue was stolen by some monsters that are said to live in this mansion[br][br]In case I should fail in my quest, I will leave notes during my search for the golden statue.[br][br]Martin</Entry>
</CATEGORY>
<CATEGORY Name="Journal">
<Entry Name="Note_note2_Name">Whats Going On?</Entry>
<Entry Name="Note_note2_Text">Day 2[br][br]Im starting to wonder if there could be more to this than only monsters?[br]Those things that I've seen so far can't be the monsters work, there most be some magic behind it.[br]It seems that my journey may be a little longer than first assumed.[br][br]Martin</Entry>
</CATEGORY>
<CATEGORY Name="Journal">
<Entry Name="Note_note3_Name">The pieces Fall Into Place</Entry>
<Entry Name="Note_note3_Text">Day 3[br][br]My heart is still hammering like hell, after my last encounter with the monsters.[br]Do to my hammering heart, I've used some time to read the notes I got from all the rooms I passed so far, and the pieces is starting to fall into place.[br]It seems that an evil witch has taken over this old mansion, which explains the things I've seen so far.[br]She uses the disappearing monsters and constantly theme shifting of the rooms to confuse any intruder, that enters her domain.[br]I think that I already walked to far inside the mansion, to safe my life.[br][br]Seems like, Im in for a thoug ride.[br][br]Martin</Entry>
</CATEGORY>
<CATEGORY Name="Journal">
<Entry Name="Note_note4_Name">Run</Entry>
<Entry Name="Note_note4_Text">RUN!!!</Entry>
</CATEGORY>
<CATEGORY Name="Journal">
<Entry Name="Note_note5_Name">Enemy confirmed</Entry>
<Entry Name="Note_note5_Text">Day 4[br][br]As I expected, all the constanly theme shifting rooms that I passed so far, was rooms made of magic, and was not a part of the original part of the mansion.[br]The hallway that just existed was the original entrance to the mansion.[br]Altough I do not think that the witch wanted or even could imagine me coming this far.[br][br]Martin</Entry>
</CATEGORY>
</LANGUAGE>
_____________________________________________________________________________________________
01_Stephano.hps file:
////////////////////////////
// Run first time entering map
void OnStart()
{
AddUseItemCallback("", "mansionkey1","mansion3_2","UsedKeyOnDoor",true);
AddUseItemCallback("", "mansionkey2", "mansion3_3", "UsedKeyOnDoor2", true);
AddUseItemCallback("", "mansionkey3", "mansion4", "UsedKeyOnDoor3", true);
AddUseItemCallback("", "mansionKey4", "mansion4_2", "UsedKeyOnDoor4", true);
AddUseItemCallback("", "mansionkey5", "mansion4_3", "UsedKeyOnDoor5", true);
AddUseItemCallback("", "mansionkey6", "mansion5", "UsedKeyOnDoor6", true);
SetEntityPlayerInteractCallback("note5", "ActivateMonster", true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion3_2", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion3_2", 0, false);
RemoveItem("mansionkey1");
}
void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion3_3", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion3_3", 0, false);
RemoveItem("mansionkey2");
}
void UsedKeyOnDoor3(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion4", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion4", 0, false);
RemoveItem("mansionkey3");
}
void UsedKeyOnDoor4(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion4_2", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion4_2", 0, false);
RemoveItem("mansionkey4");
}
void UsedKeyOnDoor5(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion4_3", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion4_3", 0, false);
RemoveItem("mansionkey5");
}
void UsedKeyOnDoor6(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion5", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion5", 0, false);
RemoveItem("mansionkey6");
}
void ActivateMonster(string &in item)
{
SetEntityActive("bro_7", true);
AddEnemyPatrolNode("bro_7", "bro_PathNodeArea_1", 0, "idle");
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
I know it is a long thread, but i hope you can help me
|