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		| Saren   Member
 
 Posts: 196
 Threads: 20
 Joined: Jan 2012
 Reputation: 
1
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			| Nothing happens 
 
				Hey guys, so I wanted to try out the script where you pick up an item and a monster spawns.... yet it don't work even though I watched Your Computers tut on it... here's da script:void OnStart()
 {
 SetEntityPlayerInteractCallback("Upperfloorkey", "ActivateMonster", true);
 }
 
 
 //Spawn Infected
 void ActivateMonster(string &in item)
 {
 SetEntityActive("character_infected_1", true);
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_1", 2, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_2", 0, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_3", 0, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_4", 0, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_5", 0, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_6", 0, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_7", 0, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_8", 0, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_9", 0, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_10", 0, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_11", 0, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_12", 0, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_13", 0, "");
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_14", 0, "");
 }
 void Despawncharacter_infected_1(string &in asParent , string &in asChild , int alState)
 {
 SetEntityActive("character_infected_1", false);
 }
 
 void OnLeave()
 {
 }
 
 
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	| 03-27-2012, 05:04 PM |  |  
	
		| ClayPigeon   Member
 
 Posts: 214
 Threads: 13
 Joined: Mar 2012
 Reputation: 
8
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			| RE: Nothing happens 
 
				It should be a callback func, not an interaction func. 
Here:
 void OnStart(){
 SetEntityCallbackFunc("Upperfloorkey", "ActivateMonster");
 }
 
 void ActivateMonster(string &in asEntity, string &in type)
 {
 if(type == "OnPickup")
 {
 SetEntityActive("character_infected_1", true);
 for(int i = 1; i < 15; i++)
 {
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_"+i", 0, "");
 }
 }
 }
				
(This post was last modified: 03-27-2012, 05:19 PM by ClayPigeon.)
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	| 03-27-2012, 05:17 PM |  |  
	
		| Saren   Member
 
 Posts: 196
 Threads: 20
 Joined: Jan 2012
 Reputation: 
1
 | 
			| RE: Nothing happens 
 
				 (03-27-2012, 05:17 PM)ClayPigeon Wrote:  It should be a callback func, not an interaction func.
 Here:
 
 
 void OnStart(){
 SetEntityCallbackFunc("Upperfloorkey", "ActivateMonster");
 }
 
 void ActivateMonster(string &in asEntity, string &in type)
 {
 if(type == "OnPickup")
 {
 SetEntityActive("character_infected_1", true);
 for(int i = 1; i < 15; i++)
 {
 AddEnemyPatrolNode("character_infected_1", "PathNodeArea_"+i", 0, "");
 }
 }
 }
 Thx man, Ima try that 
EDIT: (1.1) No matching signatures to void OnEnter() 
(30.1) unexpected end of file
			 
 
				
(This post was last modified: 03-27-2012, 06:17 PM by Saren.)
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	| 03-27-2012, 06:06 PM |  |  
	
		| SilentStriker   Posting Freak
 
 Posts: 950
 Threads: 26
 Joined: Jul 2011
 Reputation: 
43
 | 
			| RE: Nothing happens 
 
				It should actually work with the interactcallback but try Claypigeon's code 
 I found what's wrong with your code
 
 it's (string &in item)
 
 it's supposed to be (string &in asEntity)
 
 and the despawn_character_infected doesn't go anywhere nothing calls that function.
 
 
 
				
(This post was last modified: 03-27-2012, 06:09 PM by SilentStriker.)
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	| 03-27-2012, 06:07 PM |  |  
	
		| ClayPigeon   Member
 
 Posts: 214
 Threads: 13
 Joined: Mar 2012
 Reputation: 
8
 | 
			| RE: Nothing happens 
 
				 (03-27-2012, 06:07 PM)SilentStriker Wrote:  It should actually work with the interactcallback but try Claypigeon's code 
 I found what's wrong with your code
 
 it's (string &in item)
 
 it's supposed to be (string &in asEntity)
 
 and the despawn_character_infected doesn't go anywhere nothing calls that function.
 I noticed that also but anyway I think PickUp will be a better way, but whatever floats your boat...
			 |  |  
	| 03-27-2012, 06:22 PM |  |  
	
		| Saren   Member
 
 Posts: 196
 Threads: 20
 Joined: Jan 2012
 Reputation: 
1
 | 
			| RE: Nothing happens 
 
				Yea.... made the script work but not the monster spawning business...
 
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	| 03-27-2012, 06:41 PM |  |  
	
		| ClayPigeon   Member
 
 Posts: 214
 Threads: 13
 Joined: Mar 2012
 Reputation: 
8
 | 
			| RE: Nothing happens 
 
				 (03-27-2012, 06:41 PM)Saren Wrote:  Yea.... made the script work but not the monster spawning business... Isn't the spawning business all the script? What works besides it? 
			 |  |  
	| 03-27-2012, 06:48 PM |  |  
	
		| Your Computer   SCAN ME!
 
 Posts: 3,456
 Threads: 32
 Joined: Jul 2011
 Reputation: 
235
 | 
			| RE: Nothing happens 
 
				 (03-27-2012, 06:07 PM)SilentStriker Wrote:  I found what's wrong with your code
 it's (string &in item)
 
 it's supposed to be (string &in asEntity)
 
Parameter names are irrelevant. You could have something like this:
 void Function(string &in, int){
 }
 
and the engine won't complain about missing parameter variables. 
			 
 
				
(This post was last modified: 03-27-2012, 06:52 PM by Your Computer.)
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	| 03-27-2012, 06:52 PM |  |  
	
		| Saren   Member
 
 Posts: 196
 Threads: 20
 Joined: Jan 2012
 Reputation: 
1
 | 
			| RE: Nothing happens 
 
				 (03-27-2012, 06:48 PM)ClayPigeon Wrote:   (03-27-2012, 06:41 PM)Saren Wrote:  Yea.... made the script work but not the monster spawning business...Isn't the spawning business all the script? What works besides it? Well the key works and stuff, and there's no FATAL ERROR.... the monster just don't spawn
			 
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	| 03-27-2012, 06:54 PM |  |  
	
		| SilentStriker   Posting Freak
 
 Posts: 950
 Threads: 26
 Joined: Jul 2011
 Reputation: 
43
 | 
			| RE: Nothing happens 
 
				 (03-27-2012, 06:52 PM)Your Computer Wrote:   (03-27-2012, 06:07 PM)SilentStriker Wrote:  I found what's wrong with your code
 it's (string &in item)
 
 it's supposed to be (string &in asEntity)
 Parameter names are irrelevant. You could have something like this:
 
 
 void Function(string &in, int){
 }
 
and the engine won't complain about missing parameter variables.
 Cool I just learn't something new    So when ever you use a callback you just write (string &in, int) and it should work?    
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	| 03-27-2012, 07:13 PM |  |  |