(12-23-2013, 01:41 AM)Romulator Wrote: Whether they are floats or integers, they would still pass correctly in most cases, unless it is a decimal value.
And in response, yes. There are one or two things you need to check:
1. Your AddTimer in the middle of the code. Place it somewhere in the code within a void. I don't know what is supposed to happen, so if you need to, make the player collide with a ScriptArea and make some appropriate code for that:
OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_Name", "StartTimer", "true", 1);
}
void StartTimer(string &in asParent, string &in asChild, int alState)
{
AddTimer("", 1.1, "TimerDoorCanClose");
}
Just change the ScriptArea_Name to whatever in your Level Editor, and make it big enough for the player to walk through, similar to this:
![[Image: 5tz860.jpg]](http://oi48.tinypic.com/5tz860.jpg)
And the second thing is right down the bottom, you have two touchdoor voids, which you cannot
I said what to do about that though.
Dont worry DNaLANGE. It's all about assistance. You managed to get him from 4 errors to 1, so it's all about progress 
OK, it's still getting me the same 1 error now! that is this
"main (63,2):ERR: A Function with the same name and parameters already exist"
I don't understand exactly of what i'm supposed to do, and I haven't seen a repeated code!
here is the updated code, do you see a repeated one, cause I don't!
void PickupKey(string &in asEntity, string &in asItem)
{
AddQuest("quest1", "TestQuest");
AddUseItemCallback("", "MasterBedroomKey", "bedroomdoor","UseMasterBedroomKey", true);
AddEntityCollideCallback("Player", "AreaMemento", "EventQuest", true, 1);
}
void UseMasterBedroomKey(string &in asItem, string &in asEntity)
{
SetMessage("message", "message1", 3);
}
void NAMETHISYOURTIMER(string &in asTimer)
{
AddTimer("", 1.1, "TimerDoorCanClose");
}
void TimerDoorCanClose(string &in asTimer)
{
SetSwingDoorDisableAutoClose("Door", false);
}
void WHATYOUWANTTOHAPPNHERE(string &in asTimer)
{
AddUseItemCallback("", "Crowbar", "Door", "UseCrowbarOnDoor", true);
AddEntityCollideCallback("Joint", "AreaBreak", "BreakDoor", true, 1);
}
void UseCrowbarOnDoor(string &in asItem, string &in asEntity)
{
RemoveItem(asItem);
PlaySoundAtEntity("", "player_crouch.snt", "Player", 0.05, false);
AddTimer(asEntity, 0.2, "TimerPlaceCrowbar");
}
void TimerPlaceCrowbar(string &in asTimer)
{
SetEntityActive("Joint", true);
PlaySoundAtEntity("", "puzzle_place_jar.snt", asTimer, 0, false);
}
void BreakDoor(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Joint", false);
SetEntityActive("Broken", true);
SetSwingDoorLocked("Door", false, false);
SetSwingDoorClosed("Door", false, false);
SetSwingDoorDisableAutoClose("Door", true);
AddPropImpulse("Door", 0, 0,3, "world");
CreateParticleSystemAtEntity("", "ps_hit_wood.ps", "Areaeffect", false);
PlaySoundAtEntity("", "break_wood_metal", "Areaeffect", 0, false);
GiveSanityBoostSmall();
PlayMusic("10_puzzle01.ogg", false, 0.7, 0.1, 10, false);
AddTimer("", 0.1, "TimerPushDoor");
}
void TimerPushDoor(string &in asTimer)
{
AddPropImpulse("Door", -4, 2, 1, "world");
AddTimer("", 1.1, "TimerDoorCanClose");
}
void TimerDoorCanClose(string &in asTimer)
{
SetSwingDoorDisableAutoClose("Door", false);
}
void touchdoor(string &in asEntity, string &in type)
{
AddQuest("door", "touchdoor");
}
void EventQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("area", "enterarea");
}
void touchdoor(string &in asEntity)
{
AddQuest("door", "touchdoor");
}