Gamemakingdude
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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 |
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Tanshaydar
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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 |
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Gamemakingdude
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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 Variables bool 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 |
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