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ceiling doll not appearing!
Gamemakingdude Offline
Senior Member

Posts: 470
Threads: 82
Joined: Nov 2010
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#1
ceiling doll not appearing!

PHP Code: (Select All)
//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);
    
SetEntityConnectionStateChangeCallback("lever_nice01_1", "func_shelf");
    
AddEntityCollideCallback("Player","script_dollscare","DollScare",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);

    for (
int x = 24; x < 188; x++) {
        
AddEnemyPatrolNode("servant_brute_deadiler_1", "PathNodeArea_"+x, 0, "");
        }
    for (
int x = 24; x > 0; x--) {
        
AddEnemyPatrolNode("servant_brute_deadiler_1", "PathNodeArea_"+x, 0, "");
        }

}

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 DollScare(string &in entity, string &in type) {
    
SetEntityActive("ceiling_doll_1",true);
    
AddPlayerBodyForce(0,0,100000,false);
    }

void HammerScare(string &in entity, string &in type)
{
  
AddPropImpulse("sledge_1", 30, 5, 20, "world");
  
PlaySoundAtEntity("FistPump", "FistPump.snt","Player", 0, false);
}

void ChairScare(string &in asParent, string &in asChild, int alState)
{
  
//SetEntityActive("chairscare",false);
  
if(chairScare == false) {
      
PlaySoundAtEntity("StephanoScream", "StephanoScream.snt","Player", 0, false);
      
AddPropImpulse("chairscare", 0, 0, -25, "world");
      
chairScare = true;
      
AddTimer("1",2.0f,"StephanoDisappear");
}
}

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", 30, 0, 0, "world");
        
SetEntityActive("Stephano",true);
        
PlaySoundAtEntity("HelloStephano", "HelloStephano.snt","Player", 0, false);
        
AddTimer("1",3.0f,"CloseDoor");
        
AddTimer("2",4.0f,"CloseDoor");
        
GruntScareDone = true;
}
}

void CloseDoor(string &in asTimer) {
    if (
asTimer == "1") {
        
SetSwingDoorClosed("mansion_3", true, true);
        
SetEntityActive("SpotLight_2",false);
    }
    if (
asTimer == "2") {
    
SetSwingDoorLocked("mansion_3", true, true);
    }
}

void StephanoDisappear(string &in asTimer) {
    if(
asTimer == "1") {
        
SetEntityActive("chairscare",false);
    }
}


void func_shelf(string &in asEntity, int alState)
{
     if (
alState == 1)
     {
     
SetMoveObjectState("shelf_secret_door_rot_1",1.0f);
     
PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false);
          return;
     }
    
/* if (alState == 0)
     {
     SetMoveObjectState("shelf_secret_door_rot_1",0.0f);
        return;
    }*/
}

void InsaneMoment(string &inEntity) {
    
SetMoveObjectState("shelf_secret_door_rot_1",0.0f);
    
StartPlayerLookAt("shelf_secret_door_rot_1",10,100,"");
    
StartScreenShake(0.3f,10.0f,3.0f,1.0f);
    
AddTimer("1", 2.0f,"Stare");
    
AddTimer("2", 4.0f, "Stare");
    
AddTimer("3", 6.0f, "Stare");
    
AddTimer("4", 8.0f, "Stare");
    
AddTimer("5", 10.0f, "Stare");
    
AddTimer("6", 12.0f, "Stare");
    
AddTimer("7", 14.0f, "Stare");
}

void Introduce(string &inEntity) {
    
PlaySoundAtEntity("IntroduceMartin", "IntroduceMartin.snt","Player", 0, false);
    }
void Stare(string &in asTimer) {
    if(
asTimer == "1") {
        
        
SetEntityActive("painting_portrait_insane_1", true);
        
CreateParticleSystemAtEntity("PSDustPainting", "ps_ghost_release.ps", "painting_portrait_insane_1", false);
        
StartPlayerLookAt("painting_portrait_insane_1", 10, 100, "");
        
PlaySoundAtEntity("snd_scare", "react_scare.snt", "Player", 0.0, false);
        
GiveSanityDamage(3, true);
        
CreateParticleSystemAtEntity("PSRoses", "rose_petals_loop.ps", "chandelier_nice_1", false);
    }
    if(
asTimer == "2") {
        
SetEntityActive("spider_2",true);
        
StartPlayerLookAt("spider_2", 10, 100, "");
        
GiveSanityDamage(3, true);
        }
    if(
asTimer == "3") {
        
StopPlayerLookAt();
        
SetLampLit("chandelier_nice_1", false, false);
        
SetLampLit("bonfire_1", true, true);
        }
    if(
asTimer == "4") {
        
SetEntityActive("chandelier_nice_1", false);
        
SetEntityActive("hanging_prisoner_1", true);
        
StartPlayerLookAt("hanging_prisoner_1", 10, 100, "");
        
GiveSanityDamage(3, true);
        }
    if(
asTimer == "5") {
        
StopPlayerLookAt();
        
SetEntityActive("corpse_male_1", true);
        
StartPlayerLookAt("corpse_male_1", 10, 100, "");
        
AddPropImpulse("corpse_male_1",0,0,-200, "world");    
        
GiveSanityDamage(10,true);
        }
    if(
asTimer == "6") {
        
StopPlayerLookAt();
        
SetEntityActive("painting_portrait_insane_1", false);
        
SetEntityActive("spider_2",false);
        
SetEntityActive("chandelier_nice_1", false);
        
SetEntityActive("hanging_prisoner_1", false);
        
SetEntityActive("corpse_male_1", false);
        
SetEntityActive("chandelier_nice_1", true);
        
SetMoveObjectState("shelf_secret_door_rot_1",1.0f);
    if(
asTimer == "7") {
        
SetEntityActive("CustomPainting_1",true);
        }
}
}

////////////////////////////
// Run when entering map
void OnEnter()
{
 
}
 
////////////////////////////
// Run when leaving map
void OnLeave()
{
 
} 

The part is the dollscare. I have named everything correctly but nothing happens in the game!

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Stephanos house
10-07-2011, 12:18 PM
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Tanshaydar Offline
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Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#2
RE: ceiling doll not appearing!

You wrote it was a Collide Callback, and you wrote for signature function:
void DollScare(string &in entity, string &in type)

Is it a collide callback or is it a special type callback?

10-07-2011, 12:33 PM
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Gamemakingdude Offline
Senior Member

Posts: 470
Threads: 82
Joined: Nov 2010
Reputation: 9
#3
RE: ceiling doll not appearing!

Just a collide.

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Stephanos house
10-07-2011, 12:39 PM
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Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#4
RE: ceiling doll not appearing!

For Collide Callbacks signature function input is this: (string &in asParent, string &in asChild, int alState)

(This post was last modified: 10-07-2011, 12:48 PM by Tanshaydar.)
10-07-2011, 12:48 PM
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Gamemakingdude Offline
Senior Member

Posts: 470
Threads: 82
Joined: Nov 2010
Reputation: 9
#5
RE: ceiling doll not appearing!

PHP Code: (Select All)
void LeverOpen(string &in asParent, string &in asChild, int alState) {
    
SetMoveObjectStateExt("door_barricade_1",0.5f,5.0f,10.0f,0.0f,false);
    } 

That fixes that. But i have another script collide.
For some reason this wont open the handle halfway.

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Stephanos house
10-07-2011, 12:53 PM
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Gamemakingdude Offline
Senior Member

Posts: 470
Threads: 82
Joined: Nov 2010
Reputation: 9
#6
RE: ceiling doll not appearing!

Anyone wanna help?

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Stephanos house
10-07-2011, 03:07 PM
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Joined: Jul 2011
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#7
RE: ceiling doll not appearing!

(10-07-2011, 03:07 PM)Gamemakingdude Wrote: Anyone wanna help?

LeverOpen's signature implies an entity collision. However, you don't have any AddEntityCollideCallback functions setting LeverOpen as a callback for a collision.

Tutorials: From Noob to Pro
10-07-2011, 04:38 PM
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Gamemakingdude Offline
Senior Member

Posts: 470
Threads: 82
Joined: Nov 2010
Reputation: 9
#8
RE: ceiling doll not appearing!

PHP Code: (Select All)
//Global Variables
bool GruntScareDone = false;
bool chairScare = false;
bool dollScareDone = 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);
    
SetEntityConnectionStateChangeCallback("lever_nice01_1", "func_shelf");
    
AddEntityCollideCallback("Player","script_dollscare","DollScare",false,1);
    
AddEntityCollideCallback("Player","LeverOpen","LeverOpen",false,1);
    
AddEntityCollideCallback("Player","MartinTalk_1","MartinTalk_1",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);

    for (
int x = 24; x < 188; x++) {
        
AddEnemyPatrolNode("servant_brute_deadiler_1", "PathNodeArea_"+x, 0, "");
        }
    for (
int x = 24; x > 0; x--) {
        
AddEnemyPatrolNode("servant_brute_deadiler_1", "PathNodeArea_"+x, 0, "");
        }

}
void MartinTalk_1(string &in asParent, string &in asChild, int alState) {
    
PlaySoundAtEntity("IntroduceMartin", "IntroduceMartin.snt","Player", 0, false);
    }

void MartinTalk_2(string &in asParent, string &in asChild, int alState) {
    


void LeverOpen(string &in asParent, string &in asChild, int alState) {
    
SetMoveObjectStateExt("door_barricade_1",0.5f,5.0f,10.0f,0.0f,false);
    }

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 DollScare(string &in asParent, string &in asChild, int alState) {
    if(
dollScareDone == false) {
    
SetEntityActive("ceiling_doll_1",true);
    
AddPlayerBodyForce(0,0,100000,false);
    
dollScareDone = true;
    }
}

void HammerScare(string &in entity, string &in type)
{
  
AddPropImpulse("sledge_1", 30, 5, 20, "world");
  
PlaySoundAtEntity("FistPump", "FistPump.snt","Player", 0, false);
}

void ChairScare(string &in asParent, string &in asChild, int alState)
{
  
//SetEntityActive("chairscare",false);
  
if(chairScare == false) {
      
PlaySoundAtEntity("StephanoScream", "StephanoScream.snt","Player", 0, false);
      
AddPropImpulse("chairscare", 0, 0, -25, "world");
      
chairScare = true;
      
AddTimer("1",2.0f,"StephanoDisappear");
}
}

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", 30, 0, 0, "world");
        
SetEntityActive("Stephano",true);
        
PlaySoundAtEntity("HelloStephano", "HelloStephano.snt","Player", 0, false);
        
AddTimer("1",3.0f,"CloseDoor");
        
AddTimer("2",4.0f,"CloseDoor");
        
GruntScareDone = true;
}
}

void CloseDoor(string &in asTimer) {
    if (
asTimer == "1") {
        
SetSwingDoorClosed("mansion_3", true, true);
        
SetEntityActive("SpotLight_2",false);
    }
    if (
asTimer == "2") {
    
SetSwingDoorLocked("mansion_3", true, true);
    }
}

void StephanoDisappear(string &in asTimer) {
    if(
asTimer == "1") {
        
SetEntityActive("chairscare",false);
    }
}


void func_shelf(string &in asEntity, int alState)
{
     if (
alState == 1)
     {
     
SetMoveObjectState("shelf_secret_door_rot_1",1.0f);
     
PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false);
          return;
     }
    
/* if (alState == 0)
     {
     SetMoveObjectState("shelf_secret_door_rot_1",0.0f);
        return;
    }*/
}

void InsaneMoment(string &inEntity) {
    
SetMoveObjectState("shelf_secret_door_rot_1",0.0f);
    
StartPlayerLookAt("shelf_secret_door_rot_1",10,100,"");
    
StartScreenShake(0.3f,10.0f,3.0f,1.0f);
    
AddTimer("1", 2.0f,"Stare");
    
AddTimer("2", 4.0f, "Stare");
    
AddTimer("3", 6.0f, "Stare");
    
AddTimer("4", 8.0f, "Stare");
    
AddTimer("5", 10.0f, "Stare");
    
AddTimer("6", 12.0f, "Stare");
    
AddTimer("7", 14.0f, "Stare");
}

void Introduce(string &inEntity) {
    
PlaySoundAtEntity("IntroduceMartin", "IntroduceMartin.snt","Player", 0, false);
    }
void Stare(string &in asTimer) {
    if(
asTimer == "1") {
        
        
SetEntityActive("painting_portrait_insane_1", true);
        
CreateParticleSystemAtEntity("PSDustPainting", "ps_ghost_release.ps", "painting_portrait_insane_1", false);
        
StartPlayerLookAt("painting_portrait_insane_1", 10, 100, "");
        
PlaySoundAtEntity("snd_scare", "react_scare.snt", "Player", 0.0, false);
        
GiveSanityDamage(3, true);
        
CreateParticleSystemAtEntity("PSRoses", "rose_petals_loop.ps", "chandelier_nice_1", false);
    }
    if(
asTimer == "2") {
        
SetEntityActive("spider_2",true);
        
StartPlayerLookAt("spider_2", 10, 100, "");
        
GiveSanityDamage(3, true);
        }
    if(
asTimer == "3") {
        
StopPlayerLookAt();
        
SetLampLit("chandelier_nice_1", false, false);
        
SetLampLit("bonfire_1", true, true);
        }
    if(
asTimer == "4") {
        
SetEntityActive("chandelier_nice_1", false);
        
SetEntityActive("hanging_prisoner_1", true);
        
StartPlayerLookAt("hanging_prisoner_1", 10, 100, "");
        
GiveSanityDamage(3, true);
        }
    if(
asTimer == "5") {
        
StopPlayerLookAt();
        
SetEntityActive("corpse_male_1", true);
        
StartPlayerLookAt("corpse_male_1", 10, 100, "");
        
AddPropImpulse("corpse_male_1",0,0,-200, "world");    
        
GiveSanityDamage(10,true);
        }
    if(
asTimer == "6") {
        
StopPlayerLookAt();
        
SetEntityActive("painting_portrait_insane_1", false);
        
SetEntityActive("spider_2",false);
        
SetEntityActive("chandelier_nice_1", false);
        
SetEntityActive("hanging_prisoner_1", false);
        
SetEntityActive("corpse_male_1", false);
        
SetEntityActive("chandelier_nice_1", true);
        
SetMoveObjectState("shelf_secret_door_rot_1",1.0f);
    if(
asTimer == "7") {
        
SetEntityActive("CustomPainting_1",true);
        }
}
}

////////////////////////////
// Run when entering map
void OnEnter()
{
 
}
 
////////////////////////////
// Run when leaving map
void OnLeave()
{
 
} 

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Stephanos house
10-07-2011, 04:41 PM
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#9
RE: ceiling doll not appearing!

Use SetLeverStuckState instead of SetMoveObjectStateExt.

Tutorials: From Noob to Pro
10-07-2011, 04:44 PM
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Gamemakingdude Offline
Senior Member

Posts: 470
Threads: 82
Joined: Nov 2010
Reputation: 9
#10
RE: ceiling doll not appearing!

Still doesnt open it.

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Stephanos house
10-07-2011, 04:51 PM
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