jessehmusic 
 
 
		
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Need help with Crowbar on door 
			 
			
				hello i get error at 44,2 at this script im going to make a crowbar that opens a door here is script " void OnStart() { SetEntityConnectionStateChangeCallback("lever", "func_shelf"); AddEntityCollideCallback("Player", "monsterspawn_1", "MonsterFunction", true, 1);  AddEntityCollideCallback("servant_brute_1", "servant_grunt_1_remove", "RemoveMonster", true, 1); AddUseItemCallback("", "crowbar_1", "mansion_1", "CrowbarOnDoor", true); }
    void func_shelf(string &in asEntity, int alState) {      if (alState == 1)      {      SetMoveObjectState("shelf",1.0f);      PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false);           return;      } } void MonsterFunction(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_brue_1", true);      AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 2, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 0, ""); } void RemoveMonster(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_brute_1", false); }     void CrowbarOnDoor(string &in item, string &in door) {     SetSwingDoorLocked(mansion_1", false, true);     PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);     RemoveItem(crowbar_1); }              void OnEnter()  {
  }
  void OnLeave()  { } 
 
  
			 
			
			
 
			
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	| 12-30-2011, 04:10 AM  | 
	
		
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		flamez3 
 
 
		
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RE: Need help with Crowbar on door 
			 
			
				I have a tip for you. If you are using Notepad ++. Go over to language and change it to C++. You will see all the errors you are making ALOT easier.  
 Quote:void OnStart() 
{ 
SetEntityConnectionStateChangeCallback("lever", "func_shelf"); 
AddEntityCollideCallback("Player", "monsterspawn_1", "MonsterFunction", true, 1);  
AddEntityCollideCallback("servant_brute_1", "servant_grunt_1_remove", "RemoveMonster", true, 1); 
AddUseItemCallback("", "crowbar_1", "mansion_1", "CrowbarOnDoor", true); 
} 
 
  
void func_shelf(string &in asEntity, int alState) 
{ 
 if (alState == 1) 
 { 
 SetMoveObjectState("shelf",1.0f); 
 PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false); 
 return; 
 } 
} 
void MonsterFunction(string &in asParent, string &in asChild, int alState) 
{ 
 SetEntityActive("servant_brue_1", true);  
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 2, ""); 
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, ""); 
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 0, ""); 
} 
void RemoveMonster(string &in asParent, string &in asChild, int alState) 
{ 
 SetEntityActive("servant_brute_1", false); 
}  
void CrowbarOnDoor(string &in item, string &in door) 
{ 
 SetSwingDoorLocked("mansion_1", false, true); 
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false); 
 RemoveItem("crowbar_1"); 
}  
  
 void OnEnter()  
{ 
 
} 
 
void OnLeave()  
{ 
}  
I haven't checked whether or not you want to have the animation of the crowbar. Or if it just disappears and the door opens. Either way; I fixed up some of the errors. You are making some mistakes by not closing your strings with another ". Or not even doing them at all sometimes. Do what I said with the notepad and try to figure out the problem from there. It is alot easier than using the regular notepad.   
			 
			
			
 
			
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	| 12-30-2011, 05:58 AM  | 
	
		
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		jessehmusic 
 
 
		
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RE: Need help with Crowbar on door 
			 
			
				Thank you im going to test the script now   
 
it work but like a key want a crowbar to be pusched like in the dark descent    how do i do that
			  
			
			
 
			
				
(This post was last modified: 12-30-2011, 02:56 PM by jessehmusic.)
 
				
			 
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	| 12-30-2011, 02:43 PM  | 
	
		
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		flamez3 
 
 
		
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RE: Need help with Crowbar on door 
			 
			
				
I'm too tired to tell you what everything means but here is the script. Put "crowbar_joint" in the door and set it unactive. Put a scriptarea next to the crowbar; this is for when the crowbar hits the scriptarea, it will trigger the "crowbarfunc". Put the scriptarea name where i made the text  bold. 
  Quote:void OnStart() 
{ 
 AddUseItemCallback("crowbaractivate1", "crowbar_1", "cellar_wood01_4", "crowbar" , true); 
 AddEntityCollideCallback("crowbar_joint_1", "nameofscript", "crowbarfunc", true, 1); 
} 
 
 
void crowbar(string &in asItem, string &in asEntity) 
{ 
	SetEntityActive("crowbar_joint_1", true); 
} 
 
 
void crowbarfunc(string &in asParent, string &in asChild, int alState) 
{ 
	SetPropHealth("cellar_wood01_4", 0.0f); 
	SetEntityActive("crowbar_joint_1", false); 
	SetEntityActive("crowbar_dyn_1", true); 
}  
			 
			
			
 
			
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	| 12-30-2011, 04:04 PM  | 
	
		
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		jessehmusic 
 
 
		
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RE: Need help with Crowbar on door 
			 
			
				So  void OnStart()  {  AddUseItemCallback("this is area ", "the item", "The door", "No ide" , true);  AddEntityCollideCallback("name of what", "script name", "the func", true, 1);  }
 
   void crowbar(string &in asItem, string &in asEntity)  {  SetEntityActive("crowbar_joint_1", true);  }
 
   void crowbarfunc(string &in asParent, string &in asChild, int alState)  {  SetPropHealth("cellar_wood01_4", 0.0f);  SetEntityActive("crowbar_joint_1", false);  SetEntityActive("crowbar_dyn_1", true);  } 
 
 or do i have wrong please help am new :S  
 
Still got same prob
			  
			
			
 
			
				
(This post was last modified: 12-30-2011, 07:45 PM by jessehmusic.)
 
				
			 
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	| 12-30-2011, 07:26 PM  | 
	
		
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		jessehmusic 
 
 
		
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RE: Need help with Crowbar on door 
			 
			
				this is my hps and crowbar open the door like a key it dosnt work at all cant get it to work    i have made that with Crowbar_joint_1 dosnt work  
oid OnStart() { //START MOVE SHELF EVENT1     SetEntityConnectionStateChangeCallback("lever", "func_shelf"); //END MOVE SHELF EVENT1
  //START SERVANT BRUTE EVENT1     AddEntityCollideCallback("Player", "monsterspawn_1", "MonsterFunction", true, 1);      AddEntityCollideCallback("servant_brute_1", "servant_grunt_1_remove", "RemoveMonster", true, 1); //END SERVANT BRUTE EVENT1
  //START CROWBAR EVENT1     AddUseItemCallback("", "crowbar_1", "mansion_1", "CrowbarOnDoor", true);     AddEntityCollideCallback("crowbar_joint_1", "door_script_1", "crowbarfunc", true, 1); //END CROWBAR EVENT1 } void crowbar(string &in asItem, string &in asEntity)  {  SetEntityActive("crowbar_joint_1", true);  }
 
   void crowbarfunc(string &in asParent, string &in asChild, int alState)  {  SetPropHealth("mansion_1", 0.0f);  SetEntityActive("crowbar_joint_1", false);  SetEntityActive("crowbar_1", true);  } //START MOVE SHELF EVENT1 void func_shelf(string &in asEntity, int alState) { if (alState == 1) {     SetMoveObjectState("shelf",1.0f);     PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false);     return; } } //END MOVE SHELF EVENT1
 
  //START SERVANT BRUTE EVENT1  void MonsterFunction(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", 2, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_5", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_6", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_7", 2, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_8", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_9", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_10", 2, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_11", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_12", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_13", 0, "");     AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_14", 0, "");          }    
  void RemoveMonster(string &in asParent, string &in asChild, int alState) {     SetEntityActive("servant_brute_1", false); }  //END SERVANT BRUTE EVENT1
  //START CROWBAR EVENT1 void CrowbarOnDoor(string &in item, string &in door) {     SetSwingDoorLocked("mansion_1", false, true);     PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);     RemoveItem("crowbar_1"); } //END CROWBAR EVENT1
  void OnEnter()  {
  }
  void OnLeave()  {
  } 
 
  
			 
			
			
 
			
				
(This post was last modified: 12-30-2011, 08:28 PM by jessehmusic.)
 
				
			 
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	| 12-30-2011, 08:28 PM  | 
	
		
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		flamez3 
 
 
		
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RE: Need help with Crowbar on door 
			 
			
				Okay, start again. 
Put a crowbar joint where you want to move the crowbar and set it inactive. 
Also put crowbar_dyn in the same spot as the crowbar_joint and set it inactive. 
Then put a little scriptarea next to that crowbar, this so when the crowbar meets the scriptarea; function will happen.
 
Now:
  Quote:void OnStart() 
{ 
AddUseItemCallback("", "crowbar_1", "mansion_1", "CrowbarOnDoor", true); 
AddEntityCollideCallback("crowbar_joint_1", "door_script_1", "crowbarfunc", true, 1); 
} 
 
void CrowbarOnDoor(string &in asItem, string &in asEntity) 
{ 
	SetEntityActive("crowbar_joint_1", true); 
} 
 
 
void crowbarfunc(string &in asParent, string &in asChild, int alState) 
{ 
	SetPropHealth("mansion_1", 0.0f); 
SetEntityActive("crowbar_joint_1", false); 
SetEntityActive("crowbar_dyn_1", true); 
}  
Sorry I didn't explain it very good before.   
			 
			
			
 
			
				
(This post was last modified: 12-31-2011, 02:08 AM by flamez3.)
 
				
			 
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	| 12-31-2011, 02:06 AM  | 
	
		
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