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		| jessehmusic   Senior Member
 
 Posts: 423
 Threads: 102
 Joined: Dec 2011
 Reputation: 
8
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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 |  |  
	
		| flamez3   Posting Freak
 
 Posts: 1,281
 Threads: 48
 Joined: Apr 2011
 Reputation: 
57
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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 |  |  
	
		| jessehmusic   Senior Member
 
 Posts: 423
 Threads: 102
 Joined: Dec 2011
 Reputation: 
8
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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 |  |  
	
		| flamez3   Posting Freak
 
 Posts: 1,281
 Threads: 48
 Joined: Apr 2011
 Reputation: 
57
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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 |  |  
	
		| jessehmusic   Senior Member
 
 Posts: 423
 Threads: 102
 Joined: Dec 2011
 Reputation: 
8
 | 
			| 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 |  |  
	
		| jessehmusic   Senior Member
 
 Posts: 423
 Threads: 102
 Joined: Dec 2011
 Reputation: 
8
 | 
			| 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 |  |  
	
		| flamez3   Posting Freak
 
 Posts: 1,281
 Threads: 48
 Joined: Apr 2011
 Reputation: 
57
 | 
			| 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 |  |  |