(08-26-2014, 06:58 PM)Dr.Badcat Wrote: (08-26-2014, 06:53 PM)theodorg Wrote: (08-26-2014, 06:45 PM)Dr.Badcat Wrote: Found the problem
void falldown1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("rock_med02_push_1", true);
SetEntityActive("rock_med02_push_2", true);
SetEntityActive("rock_med02_push_3", true);
SetEntityActive("rock_med02_push_4", true);
SetEntityActive("rock_med02_push_5", true);
SetEntityActive("rock_med02_push_6", true);
SetEntityActive("rock_med02_push_7", true);
SetEntityActive("rock_med02_push_8", true);
PlaySoundAtEntity( "falldown", "scare_falldown.snt","rock_med02_push_8", 0, false);
}
There shouldn't be a void near PlaySound and why was there a string& near every name? remove that and just do "" instead of string&""
Thanks but it still dosent work:
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "Awesome_key", "Awesome_door", "ABC", true);
AddEntityCollideCallback("Player", "korridor", "bana", true, 1);
AddUseItemCallback("", "secret_key", "secret_door", "SECRET", true);
AddEntityCollideCallback("Player", "falldown", "falldown1", true, 1);
PlayMusic("creepy.ogg", false, 0.6, 5, 0.5, true);
AddEntityCollideCallback("Player", "checkpoint_1", "Restart", true, 1);
}
void Restart(string &in asParent, string &in asChild, int alState)
{
CheckPoint ("FirstCheckpoint", "checkpoint_1_spawn", "Happening", "DeathCategory", "Deathtext");
}
void falldown1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("rock_med02_push_1", true);
SetEntityActive("rock_med02_push_2", true);
SetEntityActive("rock_med02_push_3", true);
SetEntityActive("rock_med02_push_4", true);
SetEntityActive("rock_med02_push_5", true);
SetEntityActive("rock_med02_push_6", true);
SetEntityActive("rock_med02_push_7", true);
SetEntityActive("rock_med02_push_8", true);
PlaySoundAtEntity("falldown", "scare_falldown.snt", "rock_med02_push_8", float 0, bool false);
same error
Hmm is that your whole script?
I kinda found out while I sent the reply then updated it so yeah it has to be like this instead PlaySoundAtEntity("falldown", "scare_falldown.snt", "rock_med02_push_8", 0, false);
Why do i remove the float? Sry im kinda new to these things and is just looking to learn
Heres the script now but it still dosent work ;(
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "Awesome_key", "Awesome_door", "ABC", true);
AddEntityCollideCallback("Player", "korridor", "bana", true, 1);
AddUseItemCallback("", "secret_key", "secret_door", "SECRET", true);
AddEntityCollideCallback("Player", "falldown", "falldown1", true, 1);
PlayMusic("creepy.ogg", false, 0.6, 5, 0.5, true);
AddEntityCollideCallback("Player", "checkpoint_1", "Restart", true, 1);
}
void Restart(string &in asParent, string &in asChild, int alState)
{
CheckPoint ("FirstCheckpoint", "checkpoint_1_spawn", "Happening", "DeathCategory", "Deathtext");
}
void falldown1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("rock_med02_push_1", true);
SetEntityActive("rock_med02_push_2", true);
SetEntityActive("rock_med02_push_3", true);
SetEntityActive("rock_med02_push_4", true);
SetEntityActive("rock_med02_push_5", true);
SetEntityActive("rock_med02_push_6", true);
SetEntityActive("rock_med02_push_7", true);
SetEntityActive("rock_med02_push_8", true);
PlaySoundAtEntity("falldown", "scare_falldown.snt", "rock_med02_push_8", 0, bool false);
}
void ABC(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked( "Awesome_door", false, true);
PlaySoundAtEntity("", "unlock_door", "Awesome_door", 0, false);
RemoveItem("Awesome_key");
}
void SECRET(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked( "secret_door", false, true);
PlaySoundAtEntity("", "unlock_door", "secret_door", 0, false);
RemoveItem("secret_key");
}
void bana(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("osynlig", true);
SetEntityActive("synlig", false);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}