Wickedwrath
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Posts: 13
Threads: 3
Joined: Oct 2011
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RE: ERR : Unexpected token '{'
(10-21-2011, 07:27 AM)jens Wrote: You are probably looking to have the script like this, but chances are it does not work.
//////////////////////////////////////////////////////////////////////////////////// // Run first time starting map void OnStart() { /////////////////////////////////////////////////////////////////////////////////// // HUNTED PIANO STARTS PLAYING! AddTimer("pianotimer", 0, "pianotimer"); AddEntityCollideCallback("Player", "pianostop", "pianostop", true, 1);
/////////////////////////////////////////////////////////////////////////////////// // ALL THE KEYS! AddUseItemCallback("", "Key_1", "Door_1", "UsedKeyOnDoor", true); AddUseItemCallback("", "Key_2", "Door_2", "UsedKeyOnDoor_2", true); AddUseItemCallback("", "Secretkey2", "metal_1", "UsedKeyOnDoor_3", true); }
void PianoTimer(string &in asTimer) { PlaySoundAtEntity("piano", "general_piano03.ogg", "Piano", 0, false); AddTimer("pianotimer", 18, "pianotimer"); }
void pianostop(string &in asEntity, int alState) { StopSound("piano", 0); RemoveTimer("pianotimer"); SetLeverStuckState("piano", 0, true); AddPropImpulse("piano", 0, 0, 100, "world"); PlaySoundAtEntity("piano", "impact_wood_heavy_med3", "Piano", 0, false); CreateParticleSystemAtEntity("", "ptest_dust_falling.ps", "impact", false); }
void UsedKeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("Door_1", false, true); PlaySoundAtEntity("", "unlock_door", "Door_1", 0, false); RemoveItem("Key_1"); }
void UsedKeyOnDoor_2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("Door_2", false, true); PlaySoundAtEntity("", "unlock_door", "Door_2", 0,false); RemoveItem("Key_2"); }
void Message_1(string &in asEntity) { SetMessage("Message", "Message_1", 2); }
void UsedKeyOnDoor_3(string &in asItem, string &in asEntity) { SetSwingDoorLocked("metal_1", false, true); PlaySoundAtEntity("", "unlock_door", "metal_1", 0, false); RemoveItem("Secretkey2"); } /////////////////////////////////////////////////////////////////////////////////// // SCARY DOOR/CHAIR EVENT IN CORRIDOOR! - OnEnter is ran every time you enter a map. void OnEnter() { StopSound("Sound_1", 0); //COLLIDES AddEntityCollideCallback("Player", "Event_Start_Collide_Area", "StartEvent", true, 1); }
void StartEvent(string &in asParent, string &in asChild, int alState) { CreateParticleSystemAtEntityExt("awedsasf", "ps_dust_push_15.ps", "Particle_Spawn", false, 1.0f, 0.1f, 0.1f, 1, false, 1, 1, 1, 1 );
AddTimer("asdtgeqtfgd", 1.0f, "LoopyTimerCounting"); }
void LoopyTimerCounting(string &in asTimer) { AddLocalVarInt("Stage", 1); float fEventSpeed = 0.0f;
switch(GetLocalVarInt("Stage")) { case 1: SetSwingDoorClosed("WindDoor", true, true); SetSwingDoorDisableAutoClose("WindDoor", false); AddPropForce("WindDoor", 0, 0, 290.0f, "world"); SetSwingDoorLocked("WindDoor", true, true); FadeInSound("Sound_1", 1.0f, true); FadeLightTo("PointLight_1", 0.8f, 1, 0, 0, 0, 0.3); break; case 2: AddPropForce("chandelier_simple_short_6", 0, 0, 100.0f, "world"); fEventSpeed = 0.5f; FadeLightTo("PointLight_1", 0, 0, 0, 0, 0, 0.5); FadeLightTo("PointLight_2", 0.7f, 1, 0, 0, 0, 0.6); break; case 3: AddPropForce("chandelier_simple_short_6", 0, 0, 2400.0f, "world"); fEventSpeed = 0.6f; FadeLightTo("PointLight_2", 0, 0, 0, 0, 0, 0.6); FadeLightTo("PointLight_3", 0.5f, 1, 0, 0, 0, 0.6); break; case 4: SetEntityActive("block_box_nonchar_1", true); AddPropForce("chair_wood02_4", 0, 0, 0, "world"); fEventSpeed = 0.0f; FadeLightTo("PointLight_3", 0, 0, 0, 0, 0, 0.5); break;
case 5: AddPropForce("chair_wood02_4",4000, 600, 0, "world"); fEventSpeed = 0.0f; break;
case 6: SetEntityActive("block_box_nonchar_1", false); break; }
if(GetLocalVarInt("Stage") < 10) AddTimer("thisloopsthetimer", fEventSpeed, "LoopyTimerCounting"); }
Everything worked, exept the piano-script, and I like how you organized it. It's easy to read, and thats important. I got everything to work with this one, but I prefer how your set up. So, any ideas what the problem is with the piano?
///////////////////////////////// // Run first time starting map void OnStart() { AddUseItemCallback("", "Key_1", "Door_1", "UsedKeyOnDoor_1", true); AddUseItemCallback("", "Key_2", "Door_2", "UsedKeyOnDoor_2", true); AddUseItemCallback("", "Key_3", "Door_3", "UsedKeyOnDoor_3", true); AddTimer("pianotimer", 0, "pianotimer"); AddEntityCollideCallback("Player", "pianostop", "pianostop", true, 1); StopSound("Sound_1", 0); //COLLIDES AddEntityCollideCallback("Player", "Event_Start_Collide_Area", "StartEvent", true, 1); }
/////////////////// // HUNTED PIANO // /* A hunted piano starts playing and scares the player */
void pianotimer(string &in asTimer) { PlaySoundAtEntity("piano", "general_piano01", "Piano", 0, false); AddTimer("pianotimer", 18, "pianotimer"); }
void pianostop(string &in asParent, string &in asChild, int alState) { StopSound("piano", 0); RemoveTimer("pianotimer"); SetLeverStuckState("piano", -1, true); AddPropImpulse("piano", 0, 0, 100, "World"); PlaySoundAtEntity("piano", "break_wood", "Piano", 0, false); CreateParticleSystemAtEntity("", "ps_impact_dirt_high.ps", "impact", false); }
//END HUNTING PIANO// ////////////////////
/////////////// // ALL KEYS //
void UsedKeyOnDoor_1(string &in asItem, string &in asEntity) { SetSwingDoorLocked("Door_1", false, true); PlaySoundAtEntity("", "unlock_door", "Door_1", 0, false); RemoveItem("Key_1"); }
void UsedKeyOnDoor_2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("Door_2", false, true); PlaySoundAtEntity("", "unlock_door", "Door_2", 0,false); RemoveItem("Key_2"); }
void Message_1(string &in asEntity) { SetMessage("Message", "Message_1", 2); }
void UsedKeyOnDoor_3(string &in asItem, string &in asEntity) { SetSwingDoorLocked("Door_3", false, true); PlaySoundAtEntity("", "unlock_door", "Door_3", 0, false); RemoveItem("Key_3"); } //END ALL KEYS// ////////////////
/////////////////////////////// // SCARY EVENT IN CORRIDOOR // /* Some strange wind are coming and smashes the door and locking it + a chair moves */ void OnEnter() {
} void StartEvent(string &in asParent, string &in asChild, int alState) { CreateParticleSystemAtEntityExt("awedsasf", "ps_dust_push_15.ps", "Particle_Spawn", false, 1.0f, 0.1f, 0.1f, 1, false, 1, 1, 1, 1); AddTimer("asdtgeqtfgd", 1.0f, "LoopyTimerCounting"); }
void LoopyTimerCounting(string &in asTimer) { AddLocalVarInt("Stage", 1); float fEventSpeed = 0.0f; switch(GetLocalVarInt("Stage")) {case 1: SetSwingDoorClosed("WindDoor", true, true); SetSwingDoorDisableAutoClose("WindDoor", false); AddPropForce("WindDoor", 0, 0, 290.0f, "world"); SetSwingDoorLocked("WindDoor", true, true); FadeInSound("Sound_1", 1.0f, true); FadeLightTo("PointLight_1", 0.8f, 1, 0, 0, 0, 0.3); break; case 2: AddPropForce("chandelier_simple_short_6", 0, 0, 100.0f, "world"); fEventSpeed = 0.5f; FadeLightTo("PointLight_1", 0, 0, 0, 0, 0, 0.5); FadeLightTo("PointLight_2", 0.7f, 1, 0, 0, 0, 0.6); break; case 3: AddPropForce("chandelier_simple_short_6", 0, 0, 2400.0f, "world"); fEventSpeed = 0.6f; FadeLightTo("PointLight_2", 0, 0, 0, 0, 0, 0.6); FadeLightTo("PointLight_3", 0.5f, 1, 0, 0, 0, 0.6); break; case 4: SetEntityActive("block_box_nonchar_1", true); AddPropForce("chair_wood02_4", 0, 0, 0, "world"); fEventSpeed = 0.0f; FadeLightTo("PointLight_3", 0, 0, 0, 0, 0, 0.5); break; case 5: AddPropForce("chair_wood02_4",4000, 600, 0, "world"); fEventSpeed = 0.0f; break; case 6: SetEntityActive("block_box_nonchar_1", false); break; } if(GetLocalVarInt("Stage") < 10) { AddTimer("thisloopsthetimer", fEventSpeed, "LoopyTimerCounting"); } }
//END SCARY EVENT IN CORRIDOOR// ///////////////////////////////
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