Datguy5 
 
 
		
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RE: Help,multiple scripts in one map! 
			 
			
				 (01-01-2012, 07:48 PM)stokesie95 Wrote:  yes you would 
 
ok 
EDIT:I cant hear anything when the statue appears D: 
			 
			
			
			
				
(This post was last modified: 01-02-2012, 01:50 PM by Datguy5.)
 
				
			 
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	| 01-02-2012, 01:46 PM  | 
	
		
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		flamez3 
 
 
		
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RE: Help,multiple scripts in one map! 
			 
			
				Post the script.
			 
			
			
 
			
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	| 01-02-2012, 03:28 PM  | 
	
		
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		Datguy5 
 
 
		
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RE: Help,multiple scripts in one map! 
			 
			
				Heres the script 
//////////////////////////// 
// Run when the map starts 
void OnStart() 
{ 
AddUseItemCallback("", "key_1", "door1", "KeyOnDoor", true); 
SetEntityCallbackFunc("key_1", "OnPickup"); 
AddEntityCollideCallback("Player", "InYourFace", "Woho", true, 1);  
} 
 
void Woho(string &in asParent, string &in asChild, int alState)  
{ 
SetEntityActive("Untrustable_1", true); 
PlaySoundAtEntity("", "04_scream.snt", "Untrustable_1", 0, false); 
} 
void KeyOnDoor(string &in asItem, string &in asEntity) 
{ 
SetSwingDoorLocked("door1", false, true); 
PlaySoundAtEntity("", "unlock_door", "door1", 0, false); 
RemoveItem("key_1"); 
} 
void OnPickup(string &in asEntity, string &in type) 
{ 
SetEntityActive("grunt_1", true); 
GiveSanityDamage(10.0f, true); 
} 
//////////////////////////// 
// Run when entering map 
void OnEnter() 
{ 
} 
 
//////////////////////////// 
// Run when leaving map 
void OnLeave() 
{ 
 
} 
			 
			
			
			
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	| 01-02-2012, 06:28 PM  | 
	
		
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		flamez3 
 
 
		
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RE: Help,multiple scripts in one map! 
			 
			
				I know this sounds silly, but have you tired to quit the story and reload it? 
			 
			
			
 
			
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	| 01-03-2012, 12:52 AM  | 
	
		
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		Datguy5 
 
 
		
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RE: Help,multiple scripts in one map! 
			 
			
				 (01-03-2012, 12:52 AM)flamez3 Wrote:  I know this sounds silly, but have you tired to quit the story and reload it?  
Hmm no actually   but ill give it a try now. 
EDIT:Yay it worked!Thank you! 
			 
			
			
			
				
(This post was last modified: 01-03-2012, 06:52 AM by Datguy5.)
 
				
			 
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	| 01-03-2012, 06:50 AM  | 
	
		
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		Datguy5 
 
 
		
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RE: Help,multiple scripts in one map! 
			 
			
				But now i have another problem D: I am trying to make another key that opens another door,but it doesnt work    Heres the hps file 
 //////////////////////////// 
// Run when the map starts 
void OnStart() 
{ 
AddUseItemCallback("", "key_1", "door1", "KeyOnDoor", true); 
AddUseItemCallback("", "Bigroomkey", "door2", "KeyOnDoor", true); 
SetEntityCallbackFunc("key_1", "OnPickup"); 
AddEntityCollideCallback("Player", "InYourFace", "Woho", true, 1);  
}
 
void Woho(string &in asParent, string &in asChild, int alState)  
{ 
SetEntityActive("Untrustable_1", true); 
PlaySoundAtEntity("", "scare_ghost.snt", "Untrustable_1", 0, false); 
} 
void KeyOnDoor(string &in asItem, string &in asEntity) 
{ 
SetSwingDoorLocked("door1", false, true); 
PlaySoundAtEntity("", "unlock_door", "door1", 0, false); 
RemoveItem("key_1"); 
} 
void OnPickup(string &in asEntity, string &in type) 
{ 
SetEntityActive("grunt_1", true); 
GiveSanityDamage(10.0f, true); 
} 
void KeyOnDoor(string &in asItem, string &in asEntity) 
{ 
SetSwingDoorLocked("Bigroomkey", false, true); 
PlaySoundAtEntity("", "unlock_door", "door2", 0, false); 
RemoveItem("Bigroomkey"); 
} 
//////////////////////////// 
// Run when entering map 
void OnEnter() 
{ 
}
 
//////////////////////////// 
// Run when leaving map 
void OnLeave() 
{
 
} 
The crash report says something about same parameters and stuff.
			  
			
			
			
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	| 01-03-2012, 05:47 PM  | 
	
		
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		MrBigzy 
 
 
		
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RE: Help,multiple scripts in one map! 
			 
			
				You can't have two functions with the same name and parameters; rename one of the key functions.
			 
			
			
			
				
(This post was last modified: 01-03-2012, 06:23 PM by MrBigzy.)
 
				
			 
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	| 01-03-2012, 06:22 PM  | 
	
		
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		Datguy5 
 
 
		
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RE: Help,multiple scripts in one map! 
			 
			
				 (01-03-2012, 06:22 PM)MrBigzy Wrote:  You can't have two functions with the same name and parameters; rename one of the key functions. 
 
What should i change?I just want that the door opens when key is used to it. 
			 
			
			
			
				
(This post was last modified: 01-03-2012, 07:34 PM by Datguy5.)
 
				
			 
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	| 01-03-2012, 07:23 PM  | 
	
		
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		MrBigzy 
 
 
		
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RE: Help,multiple scripts in one map! 
			 
			
				Just rename one of the KeyOnDoor functions to KeyOnDoor2 or something like that, for example: 
//////////////////////////// 
 // Run when the map starts 
 void OnStart() 
 { 
 AddUseItemCallback("", "key_1", "door1", "KeyOnDoor", true); 
 AddUseItemCallback("", "Bigroomkey", "door2", "KeyOnDoor2", true); 
 SetEntityCallbackFunc("key_1", "OnPickup"); 
 AddEntityCollideCallback("Player", "InYourFace", "Woho", true, 1);  
 } 
  
 void Woho(string &in asParent, string &in asChild, int alState)  
 { 
 SetEntityActive("Untrustable_1", true); 
 PlaySoundAtEntity("", "scare_ghost.snt", "Untrustable_1", 0, false); 
 } 
 void KeyOnDoor(string &in asItem, string &in asEntity) 
 { 
 SetSwingDoorLocked("door1", false, true); 
 PlaySoundAtEntity("", "unlock_door", "door1", 0, false); 
 RemoveItem("key_1"); 
 } 
 void OnPickup(string &in asEntity, string &in type) 
 { 
 SetEntityActive("grunt_1", true); 
 GiveSanityDamage(10.0f, true); 
 } 
 void KeyOnDoor2(string &in asItem, string &in asEntity) 
 { 
 SetSwingDoorLocked("Bigroomkey", false, true); 
 PlaySoundAtEntity("", "unlock_door", "door2", 0, false); 
 RemoveItem("Bigroomkey"); 
 } 
 //////////////////////////// 
 // Run when entering map 
 void OnEnter() 
 { 
 } 
  
 //////////////////////////// 
 // Run when leaving map 
 void OnLeave() 
 { 
  
 }
  
			 
			
			
			
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	| 01-03-2012, 07:42 PM  | 
	
		
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		Datguy5 
 
 
		
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RE: Help,multiple scripts in one map! 
			 
			
				 (01-03-2012, 07:42 PM)MrBigzy Wrote:  Just rename one of the KeyOnDoor functions to KeyOnDoor2 or something like that, for example: 
 
//////////////////////////// 
 // Run when the map starts 
 void OnStart() 
 { 
 AddUseItemCallback("", "key_1", "door1", "KeyOnDoor", true); 
 AddUseItemCallback("", "Bigroomkey", "door2", "KeyOnDoor2", true); 
 SetEntityCallbackFunc("key_1", "OnPickup"); 
 AddEntityCollideCallback("Player", "InYourFace", "Woho", true, 1);  
 } 
  
 void Woho(string &in asParent, string &in asChild, int alState)  
 { 
 SetEntityActive("Untrustable_1", true); 
 PlaySoundAtEntity("", "scare_ghost.snt", "Untrustable_1", 0, false); 
 } 
 void KeyOnDoor(string &in asItem, string &in asEntity) 
 { 
 SetSwingDoorLocked("door1", false, true); 
 PlaySoundAtEntity("", "unlock_door", "door1", 0, false); 
 RemoveItem("key_1"); 
 } 
 void OnPickup(string &in asEntity, string &in type) 
 { 
 SetEntityActive("grunt_1", true); 
 GiveSanityDamage(10.0f, true); 
 } 
 void KeyOnDoor2(string &in asItem, string &in asEntity) 
 { 
 SetSwingDoorLocked("Bigroomkey", false, true); 
 PlaySoundAtEntity("", "unlock_door", "door2", 0, false); 
 RemoveItem("Bigroomkey"); 
 } 
 //////////////////////////// 
 // Run when entering map 
 void OnEnter() 
 { 
 } 
  
 //////////////////////////// 
 // Run when leaving map 
 void OnLeave() 
 { 
  
 }
  
Ohh i see.Thank you mister! 
 
Well now the key goes to the door,but the door stays locked   
			 
			
			
			
				
(This post was last modified: 01-03-2012, 08:12 PM by Datguy5.)
 
				
			 
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	| 01-03-2012, 08:06 PM  | 
	
		
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