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		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
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			| ceiling doll not appearing! 
 
				//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);
 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!
			 
 |  |  
	| 10-07-2011, 12:18 PM |  |  
	
		| Tanshaydar   From Beyond
 
 Posts: 3,085
 Threads: 17
 Joined: Mar 2009
 Reputation: 
67
 | 
			| 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 |  |  
	
		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
 | 
			| RE: ceiling doll not appearing! 
 
				Just a collide.
			 
 |  |  
	| 10-07-2011, 12:39 PM |  |  
	
		| Tanshaydar   From Beyond
 
 Posts: 3,085
 Threads: 17
 Joined: Mar 2009
 Reputation: 
67
 | 
			| 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 |  |  
	
		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
 | 
			| RE: ceiling doll not appearing! 
 
				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.
			 
 |  |  
	| 10-07-2011, 12:53 PM |  |  
	
		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
 | 
			| RE: ceiling doll not appearing! 
 
				Anyone wanna help?
			 
 |  |  
	| 10-07-2011, 03:07 PM |  |  
	
		| Your Computer   SCAN ME!
 
 Posts: 3,456
 Threads: 32
 Joined: Jul 2011
 Reputation: 
235
 | 
			| 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.
			 
 |  |  
	| 10-07-2011, 04:38 PM |  |  
	
		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
 | 
			| RE: ceiling doll not appearing! 
 
				//Global Variablesbool 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()
 {
 
 }
 
 
 |  |  
	| 10-07-2011, 04:41 PM |  |  
	
		| Your Computer   SCAN ME!
 
 Posts: 3,456
 Threads: 32
 Joined: Jul 2011
 Reputation: 
235
 | 
			| RE: ceiling doll not appearing! 
 
				Use SetLeverStuckState instead of SetMoveObjectStateExt.
			 
 |  |  
	| 10-07-2011, 04:44 PM |  |  
	
		| Gamemakingdude   Senior Member
 
 Posts: 470
 Threads: 82
 Joined: Nov 2010
 Reputation: 
9
 | 
			| RE: ceiling doll not appearing! 
 
				Still doesnt open it.
			 
 |  |  
	| 10-07-2011, 04:51 PM |  |  |