Peku 
 
 
		
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Enemy Path help!! 
			 
			
				I tried to spawn a brute and make a path and the "loop" thing for it, but it doesn't work.  
It crashes and says "main (160, 7) : ERR E : Unexpected end of file" 
 
 
 
     //=========================================== 
     // Starter's Script File! 
     //=========================================== 
  
     //=========================================== 
     // This runs when the map first starts 
     void OnStart() 
     { 
        GiveItemFromFile("lantern", "lantern.ent"); for(int i=0;i<5;i++)  
 
        GiveItemFromFile("tinderbox_"+i, "tinderbox.ent"); 
   
        AddEntityCollideCallback("Player", "ScriptArea_1", "MonsterVoice1", true, 1); 
 
        AddEntityCollideCallback("Player", "ScriptArea_4", "MonsterSpawn1", true, 1); 
 
        AddEntityCollideCallback("Player", "ScriptArea_5", "MonsterSpawnOff1", true, 1);         
 
        AddEntityCollideCallback("Player", "ScriptArea_2", "CloseDoor", true, 1); 
     
        AddEntityCollideCallback("Player", "ScriptArea_6", "OpenDoor", true, 1); 
 
        AddEntityCollideCallback("Player", "ScriptArea_7", "MonsterSpawn2", true, 1); 
 
        AddEntityCollideCallback("Player", "ScriptArea_8", "PrisonerVoice1", true, 1); 
  
        AddUseItemCallback("", "Cell_Key1", "door_1", "KeyOnDoor", true);  
      
        AddEntityCollideCallback("Player", "ScriptArea_9", "MonsterFunction", true, 1); 
 
        AddEntityCollideCallback("Player", "MonsterEnd", "MonsterEnd", true, 1); 
	 
        AddEntityCollideCallback("servant_brute_1", "PNScriptArea", "MonsterFunction2", false, 1); 
     } 
     
     void TimerDoneLookAt(string &in asTimer) 
     { 
        StopPlayerLookAt(); 
     } 
 
     void KeyOnDoor(string &in asItem, string &in asEntity) 
     { 
        SetSwingDoorLocked("door_1", false, true); 
        PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, true); 
     } 
  
     void CloseDoor(string &in asParent, string &in asChild, int alState) 
     { 
        SetSwingDoorClosed("door_1", true, true); 
    
        SetSwingDoorLocked("door_1", true, true); 
 
        PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); 
  
        PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false); 
  
        PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); 
  
        GiveSanityDamage(15.0f, true); 
     } 
      
     void MonsterVoice1(string &in asParent, string &in asChild, int alState) 
     { 
        PlaySoundAtEntity("", "enabled.snt", "torch_static01_3", 0, false); 
     } 
 
     void MonsterSpawn1(string &in asParent, string &in asChild, int alState) 
     { 
        SetEntityActive("servant_grunt_1", true); 
     }  
 
     void MonsterSpawnOff1(string &in asParent, string &in asChild, int alState) 
     { 
        SetEntityActive("servant_grunt_1", false); 
     } 
 
     void OpenDoor(string &in asParent, string &in asChild, int alState) 
     { 
        AddPropImpulse("iron_maiden_1", 50, 1, 50, "World"); //red is x axis, blue is z axis, green is y axis.  
        
        PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); 
  
        PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false); 
      
        GiveSanityDamage(15.0f, true); 
     } 
 
     void PrisonerVoice1(string &in asParent, string &in asChild, int alState) 
     { 
        PlaySoundAtEntity("", "15_prisoner_beg.snt", "Player", 0, false); 
     } 
 
      
     void MonsterSpawn2(string &in asParent, string &in asChild, int alState) 
     { 
        SetEntityActive("servant_brute_1", true); 
        	 
        AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 2, ""); 
	 
        AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, ""); 
	 
        AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 0, ""); 
	 
        AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 0, ""); 
	 
        AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_5", 0, ""); 
	 
        AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_6", 0, ""); 
	 
        AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_7", 0, ""); 
	 
        AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_8", 0, ""); 
	 
        AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_9", 0, ""); 
 
        AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_10", 0, ""); 
     } 
 
     void MonsterFunction2() 
     { 
	for (int i = 1; i <6; i++) 
	    
           { 
 	 	AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_"+10, 0, ""); 
	   } 
     }  
 
     void MonsterFunction(string &in asParent, string &in asChild, int alState) 
{  
	SetEntityActive("servant_brute_1", for (int i = 1; i <11; i++) 
	{ 
		int x = i;  
		if (i == 1) 
		{ 
			x = 2; 
		} 
		if (i = 10) 
		{ 
			x = 4; 
		} 
		if (i != 1 || i != 10) 
  		{ 
			x = 0; 
		} 
		AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_"+i, x, ""); 
	} 
} 
   
     void MonsterEnd(string &in asParent, string &in asChild, int alState) 
     { 
	SetEntityActive("servant_brute_1", false); 
     } 
 
Please, help me with this and solve it. I would really appreciate it.
			 
			
			
			
				
(This post was last modified: 12-24-2011, 10:47 PM by Peku.)
 
				
			 
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	| 12-24-2011, 09:36 PM  | 
	
		
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		Your Computer 
 
 
		
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RE: Script Problem!! 
			 
			
				Your MonsterFunction function was not properly closed.
			 
			
			
 
			
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	| 12-24-2011, 09:47 PM  | 
	
		
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		Peku 
 
 
		
			Junior Member 
			
			
			
 
			
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RE: Script Problem!! 
			 
			
				I managed to solve that problem but got a new one. 
 
"main (128, 6) : INFO : Compiling void MonsterFunction(string&in, string&in, int) 
main (130, 37) : ERR : Expected expression value 
main (130, 63) : ERR : Expected ';' " 
 
I put the new script in the first post 
			 
			
			
			
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	| 12-24-2011, 10:03 PM  | 
	
		
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		Your Computer 
 
 
		
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RE: Enemy Path help!! 
			 
			
				You didn't properly close SetEntityActive.
			 
			
			
 
			
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	| 12-24-2011, 11:09 PM  | 
	
		
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		Peku 
 
 
		
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RE: Enemy Path help!! 
			 
			
				I tried but it's still not working.. Can you please fix it? 
I know that i'm a pain in the ass but I really want to make it work..
			 
			
			
			
				
(This post was last modified: 12-24-2011, 11:15 PM by Peku.)
 
				
			 
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	| 12-24-2011, 11:14 PM  | 
	
		
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RE: Enemy Path help!! 
			 
			
				Try this: 
void OnStart() {     GiveItemFromFile("lantern", "lantern.ent");          for(int i=0;i<5;i++)         GiveItemFromFile("tinderbox_"+i, "tinderbox.ent");
      AddEntityCollideCallback("Player", "ScriptArea_1", "MonsterVoice1", true, 1);     AddEntityCollideCallback("Player", "ScriptArea_4", "MonsterSpawn1", true, 1);     AddEntityCollideCallback("Player", "ScriptArea_5", "MonsterSpawnOff1", true, 1);     AddEntityCollideCallback("Player", "ScriptArea_2", "CloseDoor", true, 1);     AddEntityCollideCallback("Player", "ScriptArea_6", "OpenDoor", true, 1);     AddEntityCollideCallback("Player", "ScriptArea_7", "MonsterSpawn2", true, 1);     AddEntityCollideCallback("Player", "ScriptArea_8", "PrisonerVoice1", true, 1);     AddUseItemCallback("", "Cell_Key1", "door_1", "KeyOnDoor", true);     AddEntityCollideCallback("Player", "ScriptArea_9", "MonsterFunction", true, 1);     AddEntityCollideCallback("Player", "MonsterEnd", "MonsterEnd", true, 1);     AddEntityCollideCallback("servant_brute_1", "PNScriptArea", "MonsterFunction2", false, 1); }
  void TimerDoneLookAt(string &in asTimer) {     StopPlayerLookAt(); }
  void KeyOnDoor(string &in asItem, string &in asEntity) {     SetSwingDoorLocked("door_1", false, true);     PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, true); }
  void CloseDoor(string &in asParent, string &in asChild, int alState) {     SetSwingDoorClosed("door_1", true, true);     SetSwingDoorLocked("door_1", true, true);     PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);     PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);     PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);     GiveSanityDamage(15.0f, true); }
  void MonsterVoice1(string &in asParent, string &in asChild, int alState) {     PlaySoundAtEntity("", "enabled.snt", "torch_static01_3", 0, false); }
  void MonsterSpawn1(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_grunt_1", true); }
  void MonsterSpawnOff1(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_grunt_1", false); }
  void OpenDoor(string &in asParent, string &in asChild, int alState) {     AddPropImpulse("iron_maiden_1", 50, 1, 50, "World"); //red is x axis, blue is z axis, green is y axis.     PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);     PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);     GiveSanityDamage(15.0f, true); }
  void PrisonerVoice1(string &in asParent, string &in asChild, int alState) {     PlaySoundAtEntity("", "15_prisoner_beg.snt", "Player", 0, false); }
 
  void MonsterSpawn2(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_brute_1", true);     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 2, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_5", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_6", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_7", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_8", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_9", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_10", 0, ""); }
  void MonsterFunction2() {     for (int i = 1; i <6; i++)     {         AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_"+10, 0, "");     } }
  void MonsterFunction(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_brute_1");
      for (int i = 1; i <11; i++)     {         int x = i;                  if (i == 1)         {             x = 2;         }                  if (i = 10)         {             x = 4;         }                  if (i != 1 || i != 10)         {             x = 0;         }                  AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_"+i, x, "");     } }
  void MonsterEnd(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_brute_1", false); } 
 
  
			 
			
			
 
			
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	| 12-24-2011, 11:20 PM  | 
	
		
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		Peku 
 
 
		
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RE: Enemy Path help!! 
			 
			
				Again, a new error.  
"FATAL ERROR: Could not load script file 'custom_stories/My Story/maps/map01.hps'! 
main (96, 5) : ERR : No matching signatures to 'SetEntityActive(string@&)' 
main (107, 13) : ERR : Expression must be of boolean type"
  
			 
			
			
			
				
(This post was last modified: 12-24-2011, 11:31 PM by Peku.)
 
				
			 
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	| 12-24-2011, 11:30 PM  | 
	
		
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RE: Enemy Path help!! 
			 
			
				I'm going to assume you want the monster to activate. 
void OnStart() {     GiveItemFromFile("lantern", "lantern.ent");          for(int i=0;i<5;i++)         GiveItemFromFile("tinderbox_"+i, "tinderbox.ent");
      AddEntityCollideCallback("Player", "ScriptArea_1", "MonsterVoice1", true, 1);     AddEntityCollideCallback("Player", "ScriptArea_4", "MonsterSpawn1", true, 1);     AddEntityCollideCallback("Player", "ScriptArea_5", "MonsterSpawnOff1", true, 1);     AddEntityCollideCallback("Player", "ScriptArea_2", "CloseDoor", true, 1);     AddEntityCollideCallback("Player", "ScriptArea_6", "OpenDoor", true, 1);     AddEntityCollideCallback("Player", "ScriptArea_7", "MonsterSpawn2", true, 1);     AddEntityCollideCallback("Player", "ScriptArea_8", "PrisonerVoice1", true, 1);     AddUseItemCallback("", "Cell_Key1", "door_1", "KeyOnDoor", true);     AddEntityCollideCallback("Player", "ScriptArea_9", "MonsterFunction", true, 1);     AddEntityCollideCallback("Player", "MonsterEnd", "MonsterEnd", true, 1);     AddEntityCollideCallback("servant_brute_1", "PNScriptArea", "MonsterFunction2", false, 1); }
  void TimerDoneLookAt(string &in asTimer) {     StopPlayerLookAt(); }
  void KeyOnDoor(string &in asItem, string &in asEntity) {     SetSwingDoorLocked("door_1", false, true);     PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, true); }
  void CloseDoor(string &in asParent, string &in asChild, int alState) {     SetSwingDoorClosed("door_1", true, true);     SetSwingDoorLocked("door_1", true, true);     PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);     PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);     PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);     GiveSanityDamage(15.0f, true); }
  void MonsterVoice1(string &in asParent, string &in asChild, int alState) {     PlaySoundAtEntity("", "enabled.snt", "torch_static01_3", 0, false); }
  void MonsterSpawn1(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_grunt_1", true); }
  void MonsterSpawnOff1(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_grunt_1", false); }
  void OpenDoor(string &in asParent, string &in asChild, int alState) {     AddPropImpulse("iron_maiden_1", 50, 1, 50, "World"); //red is x axis, blue is z axis, green is y axis.     PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);     PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);     GiveSanityDamage(15.0f, true); }
  void PrisonerVoice1(string &in asParent, string &in asChild, int alState) {     PlaySoundAtEntity("", "15_prisoner_beg.snt", "Player", 0, false); }
 
  void MonsterSpawn2(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_brute_1", true);     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 2, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_5", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_6", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_7", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_8", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_9", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_10", 0, ""); }
  void MonsterFunction2() {     for (int i = 1; i <6; i++)     {         AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_"+10, 0, "");     } }
  void MonsterFunction(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_brute_1", true);
      for (int i = 1; i <11; i++)     {         int x = i;                  if (i == 1)         {             x = 2;         }                  if (i == 10)         {             x = 4;         }                  if (i != 1 || i != 10)         {             x = 0;         }                  AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_"+i, x, "");     } }
  void MonsterEnd(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_brute_1", false); } 
 
  
			 
			
			
 
			
				
(This post was last modified: 12-24-2011, 11:39 PM by Your Computer.)
 
				
			 
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	| 12-24-2011, 11:38 PM  | 
	
		
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		Peku 
 
 
		
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RE: Enemy Path help!! 
			 
			
				Fatal error and now it says only  
"FATAL ERROR: Could not load script file 'custom_stories/My Story/maps/map01.hps'! 
main (107, 13) : ERR : Expression must be of boolean type"
  
			 
			
			
			
				
(This post was last modified: 12-24-2011, 11:43 PM by Peku.)
 
				
			 
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	| 12-24-2011, 11:42 PM  | 
	
		
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		Your Computer 
 
 
		
			SCAN ME! 
			
			
			
 
			
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RE: Enemy Path help!! 
			 
			
				My previous post is edited.
			 
			
			
 
			
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	| 12-24-2011, 11:45 PM  | 
	
		
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