Maximaeus
Junior Member
Posts: 6
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Joined: Oct 2011
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What is wrong with my script?
Trying to run my Custom Story and it comes up with the error. Thanks in advance:
FATAL ERROR: Could no load script file 'custom_stories/The Following/maps/The following.hps'!
main(4, 26) : ERR : Expected identifer
main(5, 19) : ERR : Expected identifer
main(6, 19) : ERR : Expected identifer
main(21, 14) : ERR : Expected identifer
main(26, 23) : ERR : Expected identifer
main(27, 23) : ERR : Expected identifer
main(28, 23) : ERR : Expected identifer
////////////////////////////
// Run first time starting map
void OnStart()
;AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddUseItemCallback("", "StairsKey_1", "Stairs_1", "KeyOnDoor", true);
AddUseItemCallback("", "StairsKey_1", "Stairs_2", "KeyOnDoor2", true);
void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Stairs_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "Stairs_1", 0.0f, true);
}
void KeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Stairs_2", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "Stairs_2", 0.0f, true);
RemoveItem("StairsKey_1")
;}
MonsterCheck(string &in entity, string &in type)
void MonsterFunction(string &in asParent, string &in asChild, int alState)
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
(This post was last modified: 10-28-2011, 03:39 PM by Maximaeus.)
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10-25-2011, 12:35 PM |
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flamez3
Posting Freak
Posts: 1,281
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RE: What is wrong with my script?
Sorry, all the font tags are really obnoxious
(This post was last modified: 10-25-2011, 01:11 PM by flamez3.)
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10-25-2011, 01:09 PM |
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Apjjm
Is easy to say
Posts: 496
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RE: What is wrong with my script?
You are missing open and closing braces at the start of many of your functions:
////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddUseItemCallback("", "StairsKey_1", "Stairs_1", "KeyOnDoor", true);
AddUseItemCallback("", "StairsKey_1", "Stairs_2", "KeyOnDoor2", true);
}
void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Stairs_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "Stairs_1", 0.0f, true);
}
void KeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Stairs_2", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "Stairs_2", 0.0f, true);
RemoveItem("StairsKey_1");
}
//MonsterCheck(string &in entity, string &in type) - What was this doing???
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
Above is the fixed code. I have also commented out the line "MonsterCheck(string &in entity, string &in type)", as i am unsure as to the purpose of this. If it is a function you are missing the return type (E.g. void, int, bool, etc) and also a set of open and closing braces.
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10-25-2011, 01:16 PM |
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Maximaeus
Junior Member
Posts: 6
Threads: 2
Joined: Oct 2011
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RE: What is wrong with my script?
(10-25-2011, 01:16 PM)Apjjm Wrote: You are missing open and closing braces at the start of many of your functions:
////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddUseItemCallback("", "StairsKey_1", "Stairs_1", "KeyOnDoor", true);
AddUseItemCallback("", "StairsKey_1", "Stairs_2", "KeyOnDoor2", true);
}
void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Stairs_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "Stairs_1", 0.0f, true);
}
void KeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Stairs_2", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "Stairs_2", 0.0f, true);
RemoveItem("StairsKey_1");
}
//MonsterCheck(string &in entity, string &in type) - What was this doing???
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
Above is the fixed code. I have also commented out the line "MonsterCheck(string &in entity, string &in type)", as i am unsure as to the purpose of this. If it is a function you are missing the return type (E.g. void, int, bool, etc) and also a set of open and closing braces. Worked. Thanks!
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10-25-2011, 01:50 PM |
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