Silent Darkness 
 
 
		
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	Joined: Jul 2012
	
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Need help debugging various script functions 
			 
			
				I'm nearly done with the first room of a map, and here is what I want to happen when you enter: 
 
-Screen starts out black 
-player breathing noises happen, then whispers and you get woken up by the sound of someone screaming 
-blur effect for a short time with creepy music playing 
 
Well, what happens here is that none of the sounds play. Not sure why. 
 
Also, I have the Ephiphrene(I think it was called)addon from ModDB, but there's a big problem. You have to use up all the Ephiphrene in your inventory for it to work, which isn't helpful when the stuff stacks numerically. I did a botch job and failed to make it work per item. 
 
int PermanentSanityLow = 0; 
bool CanAutoWalk = true; 
int OnyourKnees = 1; 
void OnStart() 
{    
} 
  
  
 void OnEnter() 
 { 
 ScriptDebugOn(); 
 FadeOut(0.01f); 
  SetInventoryDisabled(true); 
   SetPlayerJumpDisabled(true); 
 PreloadSound("react/React_breath_slow.snt"); 
PreloadSound("insanity/Insanity_Whisper.snt"); 
PreloadSound("react/React_Pant.snt"); 
PreloadSound("15/15_The_Big_Scream.snt"); 
PreloadSound("react/React_Sigh.snt"); 
PreloadSound("react_sigh"); PreloadSound("react_breath"); PreloadSound("player_climb"); PreloadSound("general_thunder"); 
    PreloadSound("00_creak"); PreloadSound("scare_walk_hallway"); PreloadSound("00_cuts"); PreloadSound("react_scare"); 
    PreloadSound("00_loop"); PreloadSound("player_bodyfall"); PreloadSound("00_faint"); PreloadSound("scare_slam_door"); 
    PreloadSound("ambience_wind_eerie_no3d"); PreloadSound("ambience_hollow_tinker"); PreloadSound("react_pant"); PreloadSound("joint_door_move_special"); 
    PreloadSound("general_wind_whirl"); PreloadSound("00_laugh"); PreloadSound("general_rain_m"); 
SetPlayerActive(false); 
SetPlayerLampOil (0); 
SetPlayerCrouching(true); 
SetEntityInteractionDisabled("Bedroom_Piano",true); 
  AddTimer("StartTimer",2,"StartTimer"); 
  SetEntityPlayerInteractCallback("Collapse","IntroCollapse",true); 
  SetEntityCallbackFunc("BedRoomDoor","Bedroomdoor"); 
  AddTimer("Crouchforce",0,"ForcedCrouchCheck"); 
  } 
  void ForcedCrouchCheck(string &in asTimer) 
  { 
  if(OnyourKnees >= 1) 
  { 
  SetPlayerCrouching(true); 
  AddTimer("Doublecrouch",0.001,"ForcedCrouchCheck"); 
  } 
  else 
  { 
  AddTimer("TripleCrouch",0.001,"ForcedCrouchCheck"); 
  } 
  } 
  
 void InsanityTimeChecker(string &in asTimer) 
 { 
  if(PermanentSanityLow==1) 
  { 
  AddTimer("SanityLoss",13.5,"ReduceSanity"); 
  AddDebugMessage("Sanity Loss",true); 
  } 
  } 
   
  void ReduceSanity(string &in asTimer) 
  { 
  if(GetPlayerSanity() < 3) 
  { 
  GiveSanityDamage(-5,false); 
  } 
  else if(GetPlayerSanity() > 12) 
  { 
  GiveSanityDamage(5,false); 
  } 
  AddDebugMessage("ReduceSanity Called",true); 
  GiveSanityDamage(0.8,false); 
  AddTimer("RecheckInsanity",0,"InsanityTimeChecker"); 
  } 
  
 void ScareIntro1(string &in asTimer) 
 { 
 AddDebugMessage("ScareIntro function called!",true); 
PlayGuiSound("react_breath_slow1.ogg",3.0); 
 AddDebugMessage("You should hear a breathing.",true); 
 AddTimer("Wait",3,"ScareIntro1again"); 
 AddDebugMessage("ScareIntro1Again called",true); 
 AddTimer("Waitagain",3,"ScareIntro1again"); 
  AddDebugMessage("ScareIntro1Again called",true); 
 AddTimer("Waitsomemore",2,"ScareIntro1again"); 
  AddDebugMessage("ScareIntro1Again called",true); 
 AddTimer("Waitevenmore",2.5,"ScareIntro2"); 
 } 
  
 void ScareIntro1again(string &in asTimer) 
 { 
 PlayGuiSound("react_breath_slow1.ogg",3.0); 
  AddDebugMessage("ScareIntro1Again fires off properly.",true); 
 } 
  
 void ScareIntro2(string &in asTimer) 
 { 
PlayGuiSound("Insanity_Whisper2.ogg",1.0); 
 AddDebugMessage("Hear the whispers.",true); 
PlayGuiSound("15_the_big_scream3.ogg",4.0); 
 AddDebugMessage("screams!",true); 
 AddTimer("Awake",1,"ScareIntroAwaken"); 
 AddDebugMessage("Time to wake up!",true); 
 } 
  
 void ScareIntroAwaken(string &in asTimer) 
 { 
 FadeSepiaColorTo(50.6,0.2); 
 SetRadialBlurStartDist(0.7); 
 FadeRadialBlurTo(4.0,0.5); 
 FadeImageTrailTo(3,2); 
 FadeLightTo("pointlight_1",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_2",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_3",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_4",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_5",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_6",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_7",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_8",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_9",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_10",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_11",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_12",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_13",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_14",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_15",1,0,0,255,-1,1); 
 FadeLightTo("pointlight_16",1,0,0,255,-1,1); 
 FadeIn(3.0f); 
 FadePlayerFOVMulTo(0.7,2); 
 GiveSanityDamage(80,false); 
 StartPlayerLookAt("IntroCameraControllera",5.0,5.0,""); 
 PlayGuiSound("react_scare.snt",2.0); 
 AddTimer("LookTimea",2,"LooktoRight"); 
PlayGuiSound("react_pant6.ogg",3.0); 
 AddDebugMessage("panting!",true); 
 AddTimer("WalkTime",0.1,"Playerwalk"); 
 SetPropStaticPhysics("FallVase1",false); 
 AddTimer("VaseScare1",0.5,"VaseScare"); 
 SetPlayerMoveSpeedMul(0.1); 
 SetPlayerRunSpeedMul(0.1); 
 SetPlayerLookSpeedMul(2.0); 
 PermanentSanityLow++; 
 AddTimer("WaitforIntro3",7,"ScareIntroEnd"); 
 PlayMusic("search_suitor.ogg",true,3.0,1.0,0,false); 
 AddTimer("InsanityWait",0,"InsanityTimeChecker"); 
 AddTimer("EndAutoWalk",9,"StopAutoWalk"); 
 } 
  
 void LooktoRight(string &in asTimer) 
 { 
 StopPlayerLookAt(); 
 PlayGuiSound("react_scare.snt",2.0); 
 StartPlayerLookAt("Introcameracontrollerb",5.0,5.0,""); 
 AddTimer("LookTimeb",2.0,"LookDown"); 
 } 
  
 void LookDown(string &in asTimer) 
 { 
 StopPlayerLookAt(); 
 StartPlayerLookAt("Introcameracontrollerc",5.0,5.0,"MoveForward"); 
 } 
  
 void MoveForward() 
 { 
  AddPlayerBodyForce(0,0,-500,false); 
  AddTimer("PushPlayer",3,"SecondPlayerPush"); 
 } 
  
 void VaseScare(string &in asTimer) 
 { 
 StartPlayerLookAt("FallVase1",3.0,1.0,""); 
 GiveSanityDamage(5,true); 
 AddPropForce("ThrowVase1",3000,0,0,"world"); 
 AddPropForce("ThrowVase2",5000,0,0,"world"); 
 AddTimer("VaseScareTime",0,"VaseScareEnd"); 
 } 
  
 void VaseScareEnd(string &in asTimer) 
 { 
 StopPlayerLookAt(); 
 } 
  
 void ScareIntroEnd(string &in asTimer) 
 { 
 PlayGuiSound("react_breath_slow1.ogg",2.0); 
 AddDebugMessage("breathing",true); 
 AddTimer("BreathTime",1.5,"Breathing"); 
 AddTimer("BreathTime2",3.0,"Breathing"); 
 AddTimer("Sightime",4.0,"PlayerSigh"); 
 } 
  
 void Breathing(string &in asTimer) 
 { 
PlayGuiSound("react_breath_slow1.ogg",2.0); 
  AddDebugMessage("breathing",true); 
 } 
  
 void PlayerSigh(string &in asTimer) 
 { 
  PlayGuiSound("react_sigh6.ogg",2.5); 
  AddTimer("Activetime",3.0,"ActivatePlayerControl"); 
  AddDebugMessage("*sigh*",true); 
 } 
  
 void SecondPlayerPush(string &in asTimer) 
 { 
 StopPlayerLookAt(); 
 MovePlayerHeadPos(0, -1.3f, 0, 5, 0.25f); 
 PlayGuiSound("player_bodyfall1.ogg",2.0); 
 AddTimer("CollapseTime",2.5,"PutHeadBack"); 
 } 
  
 void PutHeadBack(string &in asTimer) 
 { 
MovePlayerHeadPos(-1, -1.3f, 0, 1, 0.25f); 
 } 
  
 void ActivatePlayerControl(string &in asTimer) 
 { 
 AddTimer("FinalIntroWait",7,"Endthebluralreadyornot"); 
 SetPlayerMoveSpeedMul(0.5); 
 SetPlayerRunSpeedMul(0.1); 
 SetPlayerLookSpeedMul(0.3); 
 } 
  
  
 void Endthebluralreadyornot(string &in asTimer) 
 { 
 OnyourKnees --; 
 }  
 void StartTimer(string &in asTimer) 
 { 
 AddTimer("StartScare",1,"ScareIntro1"); 
 AddDebugMessage("This timer isn't the problem either.",true); 
 } 
  
 void ClickDaggers(string &in asbastard_2) 
 { 
 SetMessage("PathofDarknessText","DaggerSharpen",8); 
 AddDebugMessage("Clicked Daggers",true); 
 } 
  
 void ClickDaggers2(string &in asbastard_3) 
 { 
 SetMessage("PathofDarknessText","DaggerSharpen",8); 
 AddDebugMessage("Clicked Daggers",true); 
 } 
  
 void InsanityStatue(string &in asTimer) //Defunct code until I can figure out how terror sanity drain areas work. 
 { 
 SetMessage("PathofDarknessText","InsanityStatue",0); 
 AddDebugMessage("MADNESS!",true); 
 if(GetPlayerSanity() < 35) 
        GiveSanityDamage(0.05f*0.15f, false); 
    else 
        GiveSanityDamage(0.05f*0.5f, false); 
         
    AddTimer(asTimer, 0.05f, "InsanityStatue"); 
 } 
  
 void RoseFind(string &in asRose01) 
 { 
 SetMessage("PathofDarknessText","RoseFind",6); 
 AddDebugMessage("Roses :3",true); 
 } 
  
 void ButlerNote(string &in asNote02) 
 { 
 SetMessage("PathofDarknessText","ButlerNote1",10); 
 AddDebugMessage("You got a note from your butler :D",true); 
 AddTimer("StoreKeyTime",10,"StoreKeyAppear"); 
 } 
  
 void IntroCollapse(string &in aschest_small_1) 
 { 
 SetPlayerMoveSpeedMul(0.1); 
 SetPlayerRunSpeedMul(0.0); 
 SetPlayerLookSpeedMul(3.0); 
 PlayGuiSound("insanity_monster_roar03.ogg",4.0); 
 StartRandomInsanityEvent(); 
 GiveSanityDamage(90,false); 
 AddTimer("RecoverTime",9,"CollapseEnd"); 
 } 
  
 void CollapseEnd(string &in asTimer) 
 { 
 SetPlayerMoveSpeedMul(0.5); 
 SetPlayerRunSpeedMul(0.1); 
 SetPlayerLookSpeedMul(0.3); 
 } 
  
 void BacktoNormal(string &in aspotion_sanity_2, string &in asType) 
 { 
 PermanentSanityLow--; 
 RemoveItem("EnhancedSanity"); 
 RemoveItem("potion_sanity_2"); 
 FadeOut(2.0f); 
  AddTimer("EndIntro",2,"IntroOver"); 
 } 
  
 void BacktoNormal2(string &in asTimer) 
 { 
 AutoSave(); 
 GiveSanityBoost(); 
 AddPlayerSanity(80); 
 FadeRadialBlurTo(0,4); 
 FadeImageTrailTo(0,10); 
 SetEntityActive("Thedoorislocked",false); 
  PlayMusic("06_amb.ogg",true,2.0,1.0,0,true); 
 SetPlayerJumpDisabled(false); 
 SetPlayerMoveSpeedMul(0.8); 
 SetPlayerRunSpeedMul(0.0); 
 SetPlayerLookSpeedMul(1.0); 
 SetSwingDoorLocked("BedRoomDoor",false,false); 
 AddTimer("FinalIntroTime",1,"FinalIntroEnd"); 
  
 } 
  
 void FinalIntroEnd(string &in asTimer) 
 { 
   SetMessage("PathofDarknessText","Intro2",4); 
    FadeIn(2.0f); 
 } 
  
 void IntroOver(string &in asTimer) 
 { 
 SetEntityInteractionDisabled("Bedroom_Piano",false); 
 SetFogActive(false); 
 SetEntityActive("Boxlight_1",false); 
 SetEntityActive("Boxlight_2",false); 
 SetEntityActive("Boxlight_3",false); 
 SetEntityActive("Redbox",false); 
 SetEntityActive("Redbox2",false); 
 SetEntityActive("Redspotlight",false); 
 SetEntityActive("spotlight_1",false); 
 SetEntityActive("spotlight_2",false); 
 SetEntityActive("spotlight_3",false); 
 SetEntityActive("spotlight_4",false); 
 SetEntityActive("pointlight_1",true); 
 SetEntityActive("pointlight_2",true); 
 SetEntityActive("pointlight_3",true); 
 SetEntityActive("pointlight_4",true); 
 SetEntityActive("pointlight_5",true); 
 SetEntityActive("pointlight_6",true); 
 SetEntityActive("pointlight_7",true); 
 SetEntityActive("pointlight_8",true); 
 SetEntityActive("pointlight_9",true); 
 SetEntityActive("pointlight_10",true); 
 SetEntityActive("pointlight_11",true); 
 SetEntityActive("pointlight_12",true); 
 SetEntityActive("pointlight_13",true); 
 SetEntityActive("pointlight_14",true); 
 SetEntityActive("pointlight_15",true); 
 SetEntityActive("pointlight_16",true); 
 SetEntityActive("StatueExamine1",true); 
 SetEntityActive("StatueExamine1_1",true); 
 FadeLightTo("pointlight_1",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_2",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_3",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_4",1.0,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_5",1.0,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_6",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_7",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_8",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_9",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_10",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_11",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_12",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_13",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_14",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_15",1,0.5,0,255,-1,1); 
 FadeLightTo("pointlight_16",1,0.5,0,255,-1,1); 
 SetPropActiveAndFade("Note02",true,1); 
 SetPropActiveAndFade("bastard_2",true,1.0); 
 SetPropActiveAndFade("bastard_3",true,1.0); 
 SetPropActiveAndFade("Rose1",true,1.0); 
 SetPropActiveAndFade("Note01",true,0.5); 
 StopMusic(1.0,1); 
 FadeSepiaColorTo(8,2); 
 FadeSepiaColorTo(6,2); 
 FadeSepiaColorTo(4,2); 
 FadeSepiaColorTo(2,2); 
 FadeSepiaColorTo(0,2); 
 AddTimer("ReliefWait",2,"BacktoNormal2"); 
 } 
  
 void SecretSyringeHint(string &in asHintbook) 
 { 
 SetMessage("PathofDarknessText","SyringeHint",7); 
 } 
  
 void BedroomDoor(string &in asBedRoomDoor) 
 { 
 AddDebugMessage("Called BedroomDoor",true); 
 if(GetSwingDoorLocked("BedRoomDoor")==true) 
 { 
  SetMessage("PathofDarknessText","CantLeave",4); 
 } 
else 
{ 
//Nothing. The door works like normal. 
} 
 } 
  
 void Playerwalk(string &in asTimer) 
 { 
 if (CanAutoWalk==true) 
 { 
 MovePlayerForward(1.0); 
 AddTimer("Walk2",0.1,"PlayerWalk"); 
 } 
 } 
  
 void StopAutoWalk(string &in asTimer) 
 { 
 CanAutoWalk = false; 
 } 
  
 void StoreKeyAppear(string &in asTimer) 
 { 
 SetPropActiveAndFade("StoreKey",true,1); 
 StartPlayerLookAt("StoreKey",1.0,2.0,""); 
 AddTimer("LookTime",3,"EndKeyLook"); 
 } 
  
 void EndKeyLook(string &in asTimer) 
 { 
 StopPlayerLookAt(); 
 } 
  
 void PianoFlashback(string &in Bedroom_Piano) 
 { 
 AddDebugMessage("Emotionflash1",true); 
 StartEffectEmotionFlash("PathofDarknessText","PianoFlash1","fb_sfx_random_mirage2.ogg"); 
 }
  
Kind of at a loss about what to do to fix this.
			 
			
			
			
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