eagledude4
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message help
Solved.
Its hard to see the truth when you've been blinded by lies.
(This post was last modified: 01-13-2012, 05:15 AM by eagledude4.)
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01-01-2012, 02:25 AM |
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flamez3
Posting Freak
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RE: message help
You need to use your extra_english.lang to do messages.
Put this into your extra_english.lang:
<CATEGORY Name="Messages">
<Entry Name="Hint1">text</Entry>
</CATEGORY>
You can add more hint's by adding more entries. For the script. It would be like this:
SetMessage("Messages", "Hint1", 0);
(This post was last modified: 01-01-2012, 02:37 AM by flamez3.)
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01-01-2012, 02:36 AM |
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eagledude4
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RE: message help
I figured that out before you posted, please read the first post again. The category name doesn't have to be "Messages" does it?
Its hard to see the truth when you've been blinded by lies.
(This post was last modified: 01-01-2012, 02:49 AM by eagledude4.)
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01-01-2012, 02:48 AM |
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eagledude4
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RE: message help
Help?
Its hard to see the truth when you've been blinded by lies.
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01-01-2012, 07:08 PM |
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Statyk
Schrödinger's Mod
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RE: message help
The "CustomStoryMain" is reserved for text in the description of a custom story. Put it in another category like this...
<CATEGORY Name="MiscMessages">
<Entry Name="Barrier">I should investigate my father's room before heading downstairs</Entry>
</CATEGORY>
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01-01-2012, 08:04 PM |
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eagledude4
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RE: message help
Thanks, I didn't know it worked like that, but the message still isn't showing.
Lang:
<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">You are awoken by the chimes of a grandfather clock.</Entry>
</CATEGORY>
<CATEGORY Name="CustomStory">
<Entry Name="Barrier">I should investigate my father's room before heading downstairs</Entry>
</CATEGORY>
<CATEGORY Name="Death">
<Entry Name="StairScare">Wardrobes make good hiding places.</Entry>
</CATEGORY>
</LANGUAGE>
Script:
void OnStart() {
if(ScriptDebugOn()) {
GiveItemFromFile("lantern", "lantern.ent");
for(int i=0;i<10;i++) GiveItemFromFile("tinderbox_"+i, "tinderbox.ent");
}
AddEntityCollideCallback("Player", "EnemyTriggerArea", "EnteredEnemyTriggerArea", true, 1);
AddEntityCollideCallback("Player", "BlockArea", "EnteredBlockArea", true, 1);
PlaySoundAtEntity("", "Custom\big_clock_chime.snt", "clock_grandfather_1", 0, false);
SetDeathHint("Death", "StairScare");
SetEntityCallbackFunc("key_1", "OnPickup");
}
void OnEnter() {
}
void OnLeave() {
}
void EnteredEnemyTriggerArea(string &in asParent, string &in asChild, int alState) {
SetEntityActive("servant_grunt", true);
ShowEnemyPlayerPosition("servant_grunt");
}
void EnteredBlockArea(string &in asParent, string &in asChild, int alState) {
SetMessage("CustomStory", "Barrier", 6);
}
void OnPickup(string &in asEntity, string &in type) {
SetEntityActive("invisWall", false);
SetEntityActive("blockArea", false);
}
Its hard to see the truth when you've been blinded by lies.
(This post was last modified: 01-01-2012, 08:41 PM by eagledude4.)
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01-01-2012, 08:26 PM |
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Statyk
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RE: message help
Make sure there isn't a typo on the script area of the collide. or any typos concerning the function.
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01-01-2012, 08:38 PM |
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eagledude4
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RE: message help
I found a problem, the name of the area had a lowercase b, but even after I changed it, the issue is still occurring. I've looked over the script, the editor, and the lang file, but the message still does not display when I enter the area.
AddEntityCollideCallback("Player", "BlockArea", "EnteredBlockArea", true, 1);
void EnteredBlockArea(string &in asParent, string &in asChild, int alState) {
SetMessage("CustomStory", "Barrier", 6);
}
<CATEGORY Name="CustomStory">
<Entry Name="Barrier">I should investigate my father's room before heading downstairs.</Entry>
</CATEGORY>
Its hard to see the truth when you've been blinded by lies.
(This post was last modified: 01-01-2012, 08:47 PM by eagledude4.)
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01-01-2012, 08:44 PM |
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Statyk
Schrödinger's Mod
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RE: message help
My only guess is to make sure there is no typo in the level editor, such as the "BlockArea"... Also make sure it is ACTIVE.
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01-01-2012, 09:07 PM |
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eagledude4
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RE: message help
(01-01-2012, 09:07 PM)Statyk Wrote: My only guess is to make sure there is no typo in the level editor, such as the "BlockArea"... Also make sure it is ACTIVE. It is active, and I've gone over the names countless times and can't see any typos.
As of now, everything looks like:
AddEntityCollideCallback("Player", "BlockArea", "EnteredBlockArea", true, 1);
void EnteredBlockArea(string &in asParent, string &in asChild, int alState) {
if (HasItem("key_1") == true)
SetMessage("CustomStory", "Barrier", 6);
}
}
<CATEGORY Name="CustomStory">
<Entry Name="Barrier">I should investigate my father's room before heading downstairs.</Entry>
</CATEGORY>
Its hard to see the truth when you've been blinded by lies.
(This post was last modified: 01-02-2012, 02:33 AM by eagledude4.)
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01-02-2012, 02:24 AM |
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