Peldan 
 
 
		
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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:
    
			 
			
			
			
				
(This post was last modified: 03-10-2012, 12:39 PM by Peldan.)
 
				
			 
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	| 03-10-2012, 12:37 PM  | 
	
		
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		Stepper321 
 
 
		
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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(){ } 
 
  
			 
			
			
 
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(This post was last modified: 03-10-2012, 12:48 PM by Stepper321.)
 
				
			 
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	| 03-10-2012, 12:45 PM  | 
	
		
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		ingedoom 
 
 
		
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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"??
			 
			
			
 
			
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	| 03-10-2012, 12:50 PM  | 
	
		
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		flamez3 
 
 
		
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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  | 
	
		
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		Peldan 
 
 
		
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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  | 
	
		
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		Stepper321 
 
 
		
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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   
 
 
 
 
 
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/ 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) 
 
 
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. What is the name of the map and hps?
			  
			
			
 
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	| 03-10-2012, 01:21 PM  | 
	
		
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		Peldan 
 
 
		
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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 
			  
			
			
			
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	| 03-10-2012, 01:25 PM  | 
	
		
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		flamez3 
 
 
		
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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  | 
	
		
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		Peldan 
 
 
		
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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. 
			  
			
			
			
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	| 03-10-2012, 01:39 PM  | 
	
		
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		flamez3 
 
 
		
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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  | 
	
		
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