GreyFox
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Posts: 162
Threads: 23
Joined: Jul 2011
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2
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Waking up at intro
Hello I Know theres another thread about this but I tried that and I don't know what to do. I tried putting it in but it doesn't work comes up with 2 errors,
First one (3,16) :ERR :Expected ',' or ';'
Second one (31,1) :ERR :Unexpected token '{'
////////////////////////////
// Run first time starting map
void OnStart() wakeUp();
void wakeUp ()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}
{
SetEntityPlayerInteractCallback("Mansion_5", "MonsterActivate", true);
AddUseItemCallback("", "LockedDoorKey_1", "LockedDoor_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Key_2", "Door_2", "UsedKeyOnDoor2", true);
AddEntityCollideCallback("Player", "Scare_1", "CollideScare_1", true, 1);
AddEntityCollideCallback("Player", "Doorslam_1", "CollideDoorslam_1", true, 1);
AddEntityCollideCallback("Player", "MonsterActivate", "CollideMonsterActivate", true, 1);
SetEntityPlayerInteractCallback("NoteActivate", "MonsterActivate2", true);
AddEntityCollideCallback("Frank_2", "Frank2Deactivate", "CollideFrank2Deactivate", true, 1);
AddUseItemCallback("", "Key_3", "Door_4", "UsedKeyOnDoor3", true);
AddEntityCollideCallback("Player", "DoorSlam_5", "CollideDoorSlam_5", true, -1);
AddEntityCollideCallback("Player", "Music_1", "CollideMusic_1", true, 1);
}
void MonsterActivate(string &in Entity)
{
SetEntityActive("Frank", true);
GiveSanityDamage(10, true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("LockedDoor_1", false, true);
PlaySoundAtEntity("", "unlock_door", "LockedDoor_1", 0, false);
RemoveItem("LockedDoorKey_1");
}
void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Door_2", false, true);
PlaySoundAtEntity("", "unlock_door", "Door_2", 0, false);
RemoveItem("Key_2");
}
void CollideScare_1(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorLocked("ScareDoor_1", true, true);
}
void CollideDoorslam_1(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("LockedDoor_1", true, true);
}
void MonsterActivate2(string &in Entity)
{
SetEntityActive("Frank_2", true);
GiveSanityDamage(30, true);
AddEnemyPatrolNode("Frank_2", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("Frank_2", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("Frank_2", "PathNodeArea_12", 5.0, "idle_extra1");
AddEnemyPatrolNode("Frank_2", "PathNodeArea_26", 0, "");
AddEnemyPatrolNode("Frank_2", "PathNodeArea_27", 0, "");
AddEnemyPatrolNode("Frank_2", "PathNodeArea_34", 0, "");
AddEnemyPatrolNode("Frank_2", "PathNodeArea_36", 0, "");
}
void CollideFrank2Deactivate(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke("Frank_2",false);
}
void UsedKeyOnDoor3(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Door_4", false, true);
PlaySoundAtEntity("", "unlock_door", "Door_4", 0, false);
RemoveItem("TunnelOfDeath");
}
void CollideScare_1(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("ScareDoor_5", true, true);
}
void CollideMusic_1(string &in asParent, string &in asChild, int alState)
{
PlayMusic("general_piano01.ogg", true, 0.8, 3.0, 0,);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
///////////////////////////
//Run when leaving map
void OnLeave()
{
}
I Hope someone can help
Thank you
-Grey Fox
Current Project
Forgotten
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