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		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
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			| Problem with function activation [Script help] 
 
				////////////////////////////// Run first time starting map
 void OnStart()
 {
 //Add the Lantern and 10 Tinderboxes when in Debug mode, always good to have light!
 if(ScriptDebugOn())
 {
 GiveItemFromFile("lantern", "lantern.ent");
 
 for(int i=0;i<10;i++) GiveItemFromFile("tinderbox_"+i, "tinderbox.ent");
 }
 
 SetEntityPlayerInteractCallback("Key_1", "HammerScare", true);
 AddUseItemCallback("", "Key_1", "mansion_1", "UsedKeyOnDoor", true);
 AddEntityCollideCallback("Player","script_chairscare","ChairScare", false, 1);
 AddEntityCollideCallback("Player","script_GruntScare","GruntScare",false,1);
 for (int x = 1; x < 23; x++) {
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_"+x, 0, "");
 }
 AddEntityCollideCallback("servant_grunt_1", "ScriptArea_1", "Reverse", false, 1);
 }
 
 void Reverse() {
 for (int x = 23; x > 1; x--) {
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_"+x, 0, "");
 }
 }
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked(asEntity,false,true);
 PlaySoundAtEntity("","unlock_door", asEntity, 0, false);
 RemoveItem(asItem);
 }
 
 void HammerScare(string &in entity, string &in type)
 {
 AddPropImpulse("sledge_1", 30, 5, 20, "world");
 }
 
 void ChairScare(string &in asParent, string &in asChild, int alState)
 {
 //SetEntityActive("chairscare",false);
 AddPropImpulse("chairscare", 0, 0, -25, "world");
 }
 
 void GruntScare(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("servant_grunt_ragdoll_1",true);
 AddPropForce("mansion_3", 0, 0, 50, "world");
 SetSwingDoorClosed("mansion_3",false,true);
 PlaySoundAtEntity("","react_scare","Player",0,false);
 AddPropImpulse("servant_grunt_ragdoll_1", 0, 0, 25, "world");
 }
 ////////////////////////////
 // Run when entering map
 void OnEnter()
 {
 
 }
 
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 
 }
 
The problem is that when i activate the gruntscare the door doesnt close, or the grunt doesnt appear. I cant see the error, can anyone else?
			 
 
				
(This post was last modified: 10-01-2011, 06:16 AM by Gamemakingdude.)
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	| 10-01-2011, 06:15 AM |  |  
	
		| Tanshaydar   From Beyond
 
 Posts: 3,085
 Threads: 17
 Joined: Mar 2009
 Reputation: 
67
 | 
			| RE: Problem with function activation [Script help] 
 
				SetSwingDoorClosed("mansion_3",false,true);
 here, you should write true instead of false if you want that door to be closed.
 
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	| 10-01-2011, 06:18 AM |  |  
	
		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
 | 
			| RE: Problem with function activation [Script help] 
 
				 (10-01-2011, 06:18 AM)Tanshaydar Wrote:  SetSwingDoorClosed("mansion_3",false,true);
 here, you should write true instead of false if you want that door to be closed.
 It doesnt do anything. I can hear the sound but the grunt isnt appearing and the door isnt closing.  
 
Ah wait i had the grunt going the wrong way he disappears off the map. I think i hear the door creaking but not closing. 
 
The door isnt closing. Updated code.
 //Global Variablesbool GruntScareDone = false;
 bool chairScare = false;
 
 ////////////////////////////
 // Run first time starting map
 void OnStart()
 {
 //Add the Lantern and 10 Tinderboxes when in Debug mode, always good to have light!
 if(ScriptDebugOn())
 {
 GiveItemFromFile("lantern", "lantern.ent");
 
 for(int i=0;i<10;i++) GiveItemFromFile("tinderbox_"+i, "tinderbox.ent");
 }
 SetEntityPlayerInteractCallback("Key_1", "HammerScare", true);
 AddUseItemCallback("", "Key_1", "mansion_1", "UsedKeyOnDoor", true);
 AddEntityCollideCallback("Player","script_chairscare","ChairScare", false, 1);
 AddEntityCollideCallback("Player","script_GruntScare","GruntScare",false,1);
 for (int x = 1; x < 23; x++) {
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_"+x, 0, "");
 }
 AddEntityCollideCallback("servant_grunt_1", "ScriptArea_1", "Reverse", false, 1);
 }
 
 void Reverse() {
 for (int x = 23; x > 1; x--) {
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_"+x, 0, "");
 }
 }
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked(asEntity,false,true);
 PlaySoundAtEntity("","unlock_door", asEntity, 0, false);
 RemoveItem(asItem);
 }
 
 void HammerScare(string &in entity, string &in type)
 {
 AddPropImpulse("sledge_1", 30, 5, 20, "world");
 PlaySoundAtEntity("", "fistpump","Player",0,false);
 }
 
 void ChairScare(string &in asParent, string &in asChild, int alState)
 {
 //SetEntityActive("chairscare",false);
 if(chairScare == false) {
 AddPropImpulse("chairscare", 0, 0, -25, "world");
 chairScare = true;
 }
 }
 
 void GruntScare(string &in asParent, string &in asChild, int alState)
 {
 if(GruntScareDone == false) {
 SetEntityActive("servant_grunt_ragdoll_1",true);
 PlaySoundAtEntity("","react_scare","Player",0,false);
 AddPropImpulse("servant_grunt_ragdoll_1", 15, 0, 0, "world");
 SetSwingDoorClosed("mansion_3",true,true);
 GruntScareDone = true;
 }
 }
 ////////////////////////////
 // Run when entering map
 void OnEnter()
 {
 
 }
 
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 
 }
 
 
 
				
(This post was last modified: 10-01-2011, 06:47 AM by Gamemakingdude.)
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	| 10-01-2011, 06:22 AM |  |  |