Okey soooo i have a .lang file that looks like this
Jag venneh vad det ska handla om än!
Men storyn' kommer vara så jäääävla grym!
"Key To A Locked Door…"
Iron Key
"A Key!!!"
Rusty Key
RUUUN!!! Don't look back…
Right, Left, Left, Right...
Everything works but not the last thing... The RUN DON LOCK BACK SHIIIIT!
The script looks like.
void OnStart()
{
AddTimer("pianotimer", 0, "pianotimer");
AddEntityCollideCallback("Player", "pianostop", "pianostop", true, 1);
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "Run_1", "MonsterFunction_2", false, 1);
AddEntityCollideCallback("Player", "Face", "MonsterFunction_3", false, 1);
AddEntityCollideCallback("Player", "Face_1", "MonsterFunction_4", false, 1);
AddEntityCollideCallback("Player", "Face_2", "MonsterFunction_5", false, 1);
AddEntityCollideCallback("Player", "Spawn", "Spawn", true, 1);
}
void pianotimer(string &in asTimer)
{
PlaySoundAtEntity("piano", "general_piano03", "piano", 0, false);
AddTimer("pianotimer", 18, "pianotimer");
}
void pianostop(string &in asParent, string &in asChild, int alState)
{
StopSound("piano", 0);
RemoveTimer("pianotimer");
SetLeverStuckState("piano", -1, true);
AddPropImpulse("piano", 0, 0, 100, "World");
PlaySoundAtEntity("piano", "break_wood", "piano", 0, false);
CreateParticleSystemAtEntity("", "ps_dust_impact.ps", "impact", false);
}
void func_slam(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("castle_1", true, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
}
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("hanging_corpse", true);
StartScreenShake( 0.02, 1, 0.5, 0.5);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
}
void MonsterFunction_2(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_2", true);
ShowEnemyPlayerPosition("servant_grunt_2");
StartScreenShake( 0.02, 3, 1, 1);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
SetMessage("Information", "run", 1);
CheckPoint ("", "PlayerStartArea_2", "CALLBACKFUNC", "DeathHint", "Description1");
}
void MonsterFunction_3(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("hanging_prisoner_1", true);
StartScreenShake( 0.02, 1, 0.5, 0.5);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
}
void MonsterFunction_4(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("hanging_prisoner_3", true);
SetEntityActive("hanging_prisoner_4", true);
StartScreenShake( 0.02, 1, 0.5, 0.5);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
}
void MonsterFunction_5(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("hanging_prisoner_2", true);
StartScreenShake( 0.02, 1, 0.5, 0.5);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
}
void Spawn(string &in asParent, string &in asChild, int alState)
{
CheckPoint ("", "PlayerStartArea_2", "", "DeathHint", "Description1");
}
////////////////////////////
// Run when entering map
void OnEnter()
{
AddUseItemCallback("", "CastleKey_1", "castle_2", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("CastleKey_1", "OnPickup");
SetEntityPlayerInteractCallback("Level_2", "TeleportFunction", true);
AddUseItemCallback("", "CastleKey_2", "castle_1", "UsedKeyOnDoor_1", true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_2", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "castle_2", 0, false);
RemoveItem("CastleKey_1");
}
void UsedKeyOnDoor_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "castle_1", 0, false);
RemoveItem("CastleKey_2");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
StartScreenShake( 0.02, 1, 0.5, 0.5);
SetPropHealth("castle_1", 0.0f);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
}
void TeleportFunction(string &in asEntity)
{
ChangeMap("Empty_Spaces2", "PlayerStartArea_1", "", "");
}
HELP ME!!!!!