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		| Peldan   Junior Member
 
 Posts: 16
 Threads: 3
 Joined: Mar 2012
 Reputation: 
0
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			| Script area does not activate 
 
				Hello guys. 
See, I've got a really simple problem. It's weird how it won't work!
 
My script area doesn't activate when the Player collides with it.
 
Here's the code:
 void OnStart(){
 AddEntityCollideCallback("Player", "ScriptArea_1", "SpawnBrute", true, 1);
 AddEntityCollideCallback("brute", "BruteDeSpawn", "DeSpawnBrute", true, 1);
 AddEntityCollideCallback("Player", "brutescare", "BruteWalk", true, 1);
 }
 void SpawnBrute(string &in asParent, string &in asChild, int alState)
 {
 AddDebugMessage("Scriptarea works", true);
 SetEntityActive("brute", true);
 PlaySoundAtEntity("", "notice.snt", "brute", 0, false);
 PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true);
 SetMessage("SetMessage", "SM_Malo", 0);
 AddEnemyPatrolNode("brute", "PathNodeArea_1", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_2", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_3", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_4", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_5", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_6", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_7", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_8", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_9", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_10", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_11", 0.1f, "");
 }
 void DeSpawnBrute(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("brute", false);
 StopMusic(1.0f, 0);
 SetMessage("SetMessage", "SM_MaloGone", 0);
 }
 void BruteWalk(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("bruteoutside", true);
 PlaySoundAtEntity("", "notice.snt", "bruteoutside", 0, false);
 PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true);
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_12", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_13", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_14", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_15", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_16", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_17", 0.1f, "");
 }
 void OnEnter(){
 }
 void OnLeave(){
 }
 
The script is named ScriptArea_1 and is correctly placed. Here's a pic:
  ![[Image: tEjvW.jpg]](http://i.imgur.com/tEjvW.jpg) 
				
(This post was last modified: 03-10-2012, 12:39 PM by Peldan.)
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	| 03-10-2012, 12:37 PM |  |  
	
		| Stepper321   Senior Member
 
 Posts: 263
 Threads: 26
 Joined: Nov 2011
 Reputation: 
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			| RE: Script area does not activate 
 
				
I recommend doing everything with callback on enter    void OnStart(){
 }
 void OnEnter()
 {
 AddEntityCollideCallback("Player", "ScriptArea_1", "SpawnBrute", true, 1);
 AddEntityCollideCallback("brute", "BruteDeSpawn", "DeSpawnBrute", true, 1);
 AddEntityCollideCallback("Player", "brutescare", "BruteWalk", true, 1);
 }
 void SpawnBrute(string &in asParent, string &in asChild, int alState)
 {
 AddDebugMessage("Scriptarea works", true);
 SetEntityActive("brute", true);
 PlaySoundAtEntity("", "notice.snt", "brute", 0, false);
 PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true);
 SetMessage("SetMessage", "SM_Malo", 0);
 AddEnemyPatrolNode("brute", "PathNodeArea_1", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_2", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_3", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_4", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_5", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_6", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_7", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_8", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_9", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_10", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_11", 0.1f, "");
 }
 void DeSpawnBrute(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("brute", false);
 StopMusic(1.0f, 0);
 SetMessage("SetMessage", "SM_MaloGone", 0);
 }
 void BruteWalk(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("bruteoutside", true);
 PlaySoundAtEntity("", "notice.snt", "bruteoutside", 0, false);
 PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true);
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_12", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_13", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_14", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_15", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_16", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_17", 0.1f, "");
 }
 void OnEnter(){
 }
 void OnLeave(){
 }
 
 
 Signature to awesome to be displayed. 
				
(This post was last modified: 03-10-2012, 12:48 PM by Stepper321.)
 |  |  
	| 03-10-2012, 12:45 PM |  |  
	
		| ingedoom   Member
 
 Posts: 120
 Threads: 12
 Joined: Feb 2012
 Reputation: 
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			| RE: Script area does not activate 
 
				Have u added the brute as entity?? (under the enemy tab)
 
 And did you rename it "brute"??
 
 |  |  
	| 03-10-2012, 12:50 PM |  |  
	
		| flamez3   Posting Freak
 
 Posts: 1,281
 Threads: 48
 Joined: Apr 2011
 Reputation: 
57
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			| RE: Script area does not activate 
 
				Do any other scripts work? 
  (03-10-2012, 12:45 PM)Stepper321 Wrote:  I recommend doing everything with callback on enter  
 
 
 void OnStart(){
 }
 void OnEnter()
 {
 AddEntityCollideCallback("Player", "ScriptArea_1", "SpawnBrute", true, 1);
 AddEntityCollideCallback("brute", "BruteDeSpawn", "DeSpawnBrute", true, 1);
 AddEntityCollideCallback("Player", "brutescare", "BruteWalk", true, 1);
 }
 void SpawnBrute(string &in asParent, string &in asChild, int alState)
 {
 AddDebugMessage("Scriptarea works", true);
 SetEntityActive("brute", true);
 PlaySoundAtEntity("", "notice.snt", "brute", 0, false);
 PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true);
 SetMessage("SetMessage", "SM_Malo", 0);
 AddEnemyPatrolNode("brute", "PathNodeArea_1", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_2", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_3", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_4", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_5", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_6", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_7", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_8", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_9", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_10", 0.1f, "");
 AddEnemyPatrolNode("brute", "PathNodeArea_11", 0.1f, "");
 }
 void DeSpawnBrute(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("brute", false);
 StopMusic(1.0f, 0);
 SetMessage("SetMessage", "SM_MaloGone", 0);
 }
 void BruteWalk(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("bruteoutside", true);
 PlaySoundAtEntity("", "notice.snt", "bruteoutside", 0, false);
 PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true);
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_12", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_13", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_14", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_15", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_16", 0.1f, "");
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_17", 0.1f, "");
 }
 void OnEnter(){
 }
 void OnLeave(){
 }
 
 Thast honestley, would not change a thing/
			
 
				
(This post was last modified: 03-10-2012, 12:51 PM by flamez3.)
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	| 03-10-2012, 12:51 PM |  |  
	
		| Peldan   Junior Member
 
 Posts: 16
 Threads: 3
 Joined: Mar 2012
 Reputation: 
0
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			| RE: Script area does not activate 
 
				 (03-10-2012, 12:50 PM)pingo2 Wrote:  Have u added the brute as entity?? (under the enemy tab)
 
 And did you rename it "brute"??
 Yep. Added it and placed it as inactive behind a door, and then used pathnodes. The problem isn't the enemy, though. I don't even get a debug message showing that I entered the script area. 
 
And flamez3, let me check. I will create a new one and post again in a couple of mins.
 
EDIT: Nope, doesn't seem like other scripts work.
			 
				
(This post was last modified: 03-10-2012, 01:05 PM by Peldan.)
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	| 03-10-2012, 01:01 PM |  |  
	
		| Stepper321   Senior Member
 
 Posts: 263
 Threads: 26
 Joined: Nov 2011
 Reputation: 
8
 | 
			| RE: Script area does not activate 
 
				 (03-10-2012, 12:51 PM)flamez3 Wrote:  Do any other scripts work?
  (03-10-2012, 12:45 PM)Stepper321 Wrote:  I recommend doing everything with callback on enter Thast honestley, would not change a thing/ 
 
 
 
 
 
 void OnStart(){
 
 
 }
 
 void OnEnter()
 
 {
 
 AddEntityCollideCallback("Player", "ScriptArea_1", "SpawnBrute", true, 1);
 
 AddEntityCollideCallback("brute", "BruteDeSpawn", "DeSpawnBrute", true, 1);
 
 AddEntityCollideCallback("Player", "brutescare", "BruteWalk", true, 1);
 
 }
 
 void SpawnBrute(string &in asParent, string &in asChild, int alState)
 
 {
 
 AddDebugMessage("Scriptarea works", true);
 
 SetEntityActive("brute", true);
 
 PlaySoundAtEntity("", "notice.snt", "brute", 0, false);
 
 PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true);
 
 SetMessage("SetMessage", "SM_Malo", 0);
 
 AddEnemyPatrolNode("brute", "PathNodeArea_1", 0.1f, "");
 
 AddEnemyPatrolNode("brute", "PathNodeArea_2", 0.1f, "");
 
 AddEnemyPatrolNode("brute", "PathNodeArea_3", 0.1f, "");
 
 AddEnemyPatrolNode("brute", "PathNodeArea_4", 0.1f, "");
 
 AddEnemyPatrolNode("brute", "PathNodeArea_5", 0.1f, "");
 
 AddEnemyPatrolNode("brute", "PathNodeArea_6", 0.1f, "");
 
 AddEnemyPatrolNode("brute", "PathNodeArea_7", 0.1f, "");
 
 AddEnemyPatrolNode("brute", "PathNodeArea_8", 0.1f, "");
 
 AddEnemyPatrolNode("brute", "PathNodeArea_9", 0.1f, "");
 
 AddEnemyPatrolNode("brute", "PathNodeArea_10", 0.1f, "");
 
 AddEnemyPatrolNode("brute", "PathNodeArea_11", 0.1f, "");
 
 }
 
 void DeSpawnBrute(string &in asParent, string &in asChild, int alState)
 
 {
 
 SetEntityActive("brute", false);
 
 StopMusic(1.0f, 0);
 
 SetMessage("SetMessage", "SM_MaloGone", 0);
 
 }
 
 void BruteWalk(string &in asParent, string &in asChild, int alState)
 
 {
 
 SetEntityActive("bruteoutside", true);
 
 PlaySoundAtEntity("", "notice.snt", "bruteoutside", 0, false);
 
 PlayMusic("search_brute.ogg", true, 0.8f, 0, 0, true);
 
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_12", 0.1f, "");
 
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_13", 0.1f, "");
 
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_14", 0.1f, "");
 
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_15", 0.1f, "");
 
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_16", 0.1f, "");
 
 AddEnemyPatrolNode("bruteoutside", "PathNodeArea_17", 0.1f, "");
 
 }
 
 void OnEnter(){
 
 }
 
 void OnLeave(){
 
 }
 
 It did for me.
  (03-10-2012, 01:01 PM)Peldan Wrote:   (03-10-2012, 12:50 PM)pingo2 Wrote:  Have u added the brute as entity?? (under the enemy tab)Yep. Added it and placed it as inactive behind a door, and then used pathnodes. The problem isn't the enemy, though. I don't even get a debug message showing that I entered the script area.
 
 And did you rename it "brute"??
 
 
 And flamez3, let me check. I will create a new one and post again in a couple of mins.
 
 
 EDIT: Nope, doesn't seem like other scripts work.
 What is the name of the map and hps?
			 
 Signature to awesome to be displayed. |  |  
	| 03-10-2012, 01:21 PM |  |  
	
		| Peldan   Junior Member
 
 Posts: 16
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 Joined: Mar 2012
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			| RE: Script area does not activate 
 
				 (03-10-2012, 01:21 PM)Stepper321 Wrote:  What is the name of the map and hps? second.hps and second.map 
			 |  |  
	| 03-10-2012, 01:25 PM |  |  
	
		| flamez3   Posting Freak
 
 Posts: 1,281
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			| RE: Script area does not activate 
 
				Are you sure they are in the same folder?
			 
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	| 03-10-2012, 01:39 PM |  |  
	
		| Peldan   Junior Member
 
 Posts: 16
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 Joined: Mar 2012
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			| RE: Script area does not activate 
 
				 (03-10-2012, 01:39 PM)flamez3 Wrote:  Are you sure they are in the same folder? Yep. 
			 |  |  
	| 03-10-2012, 01:39 PM |  |  
	
		| flamez3   Posting Freak
 
 Posts: 1,281
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			| RE: Script area does not activate 
 
				Can you give me the layout of your folders?
			 
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	| 03-10-2012, 01:49 PM |  |  |