Saren 
 
 
		
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Multiple problems 
			 
			
				Alright, been some time guys, I was.... I guess you can call it an accident and get really messed.... lotsa wounds.... anyway, I'm back and I reeeeaaalllly don't have the energy right now to try and keep fixing these mistakes myself.... which I have in a long time.... 
First is that a monster should spawn after you pick up a key, but he dose'nt spawn.... tried with diffrent ones, same resault. And yes, I watched Your computer's tutorial...... still same.. here's is da script: 
//Spawn brute 
void ActivateMonster(string &in AsEntity) 
{ 
SetEntityActive("servant_brute", true); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_1", 2, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_2", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_3", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_4", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_5", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_6", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_7", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_8", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_9", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_10", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_11", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_12", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_13", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_14", 0, ""); 
} 
void Despawnservant_brute(string &in asParent , string &in asChild , int alState) 
{ 
SetEntityActive("servant_brute", false); 
} 
 
void OnLeave() 
{ 
} 
 
Second is that the key does not work in a different map where it should. Script: 
void OnStart() 
{ 
AddUseItemCallback("", "Upperfloorkey", "upperfloordoor", "UsedKeyOnDoor", true); 
} 
 
void UsedKeyOnDoor(string &in asItem, string &in asEntity) 
{ 
SetSwingDoorLocked("upperfloordoor", false, true); 
PlaySoundAtEntity("", "unlock_door", "upperfloordoor", 0, false); 
PlaySoundAtEntity("", "03_puzzle_secret", "Player", 0, false); 
RemoveItem("Upperfloorkey"); 
} 
 
void OnLeave() 
{ 
} 
 
			 
			
			
 
			
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	| 04-15-2012, 01:14 AM  | 
	
		
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		SilentStriker 
 
 
		
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RE: Multiple problems 
			 
			
				First problem: I would guess it's a PlayerInteractCallback by the looks of the syntax so try this 
void ActivateMonster(string &in asEntity) 
{ 
SetEntityActive("servant_brute", true); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_1", 2, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_2", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_3", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_4", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_5", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_6", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_7", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_8", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_9", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_10", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_11", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_12", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_13", 0, ""); 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_14", 0, ""); 
} 
 
void Despawnservant_brute(string &in asParent , string &in asChild , int alState) 
{ 
SetEntityActive("servant_brute", false); 
} 
 
void OnLeave() 
{ 
 
}
 
Problem 2: Check so the naming is correct on both the door and the key
			  
			
			
 
			
				
(This post was last modified: 04-15-2012, 01:21 AM by SilentStriker.)
 
				
			 
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	| 04-15-2012, 01:18 AM  | 
	
		
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		Saren 
 
 
		
			Member 
			
			
			
 
			
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RE: Multiple problems 
			 
			
				 (04-15-2012, 01:18 AM)SilentStriker Wrote:  First problem: I would guess it's a PlayerInteractCallback by the looks of the syntax so try this 
void ActivateMonster(string &in asEntity) 
 
{ 
 
SetEntityActive("servant_brute", true); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_1", 2, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_2", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_3", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_4", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_5", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_6", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_7", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_8", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_9", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_10", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_11", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_12", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_13", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_14", 0, ""); 
 
} 
 
void Despawnservant_brute(string &in asParent , string &in asChild , int alState) 
 
{ 
 
SetEntityActive("servant_brute", false); 
 
} 
 
 
 
void OnLeave() 
 
{ 
 
}
  
Problem 2: Check so the naming is correct on both the door and the key You quick yo... lol, anyway, alright, gonna see if this 1 works
			  
			
			
 
			
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	| 04-15-2012, 01:20 AM  | 
	
		
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		SilentStriker 
 
 
		
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RE: Multiple problems 
			 
			
				 (04-15-2012, 01:20 AM)Saren Wrote:   (04-15-2012, 01:18 AM)SilentStriker Wrote:  First problem: I would guess it's a PlayerInteractCallback by the looks of the syntax so try this 
void ActivateMonster(string &in asEntity) 
 
{ 
 
SetEntityActive("servant_brute", true); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_1", 2, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_2", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_3", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_4", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_5", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_6", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_7", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_8", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_9", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_10", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_11", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_12", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_13", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_14", 0, ""); 
 
} 
 
void Despawnservant_brute(string &in asParent , string &in asChild , int alState) 
 
{ 
 
SetEntityActive("servant_brute", false); 
 
} 
 
 
 
void OnLeave() 
 
{ 
 
}
  
Problem 2: Check so the naming is correct on both the door and the key You quick yo... lol, anyway, alright, gonna see if this 1 works haha yea I'm bored and it's late I should get to bed x) 
			  
			
			
 
			
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	| 04-15-2012, 01:21 AM  | 
	
		
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		Saren 
 
 
		
			Member 
			
			
			
 
			
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RE: Multiple problems 
			 
			
				 (04-15-2012, 01:21 AM)SilentStriker Wrote:   (04-15-2012, 01:20 AM)Saren Wrote:   (04-15-2012, 01:18 AM)SilentStriker Wrote:  First problem: I would guess it's a PlayerInteractCallback by the looks of the syntax so try this 
void ActivateMonster(string &in asEntity) 
 
{ 
 
SetEntityActive("servant_brute", true); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_1", 2, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_2", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_3", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_4", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_5", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_6", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_7", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_8", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_9", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_10", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_11", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_12", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_13", 0, ""); 
 
AddEnemyPatrolNode("servant_brute", "PathNodeArea_14", 0, ""); 
 
} 
 
void Despawnservant_brute(string &in asParent , string &in asChild , int alState) 
 
{ 
 
SetEntityActive("servant_brute", false); 
 
} 
 
 
 
void OnLeave() 
 
{ 
 
}
  
Problem 2: Check so the naming is correct on both the door and the key You quick yo... lol, anyway, alright, gonna see if this 1 works haha yea I'm bored and it's late I should get to bed x) Hahaha yea ditto.... xD 
What time is it where you live?
			  
			
			
 
			
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	| 04-15-2012, 01:22 AM  | 
	
		
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		SilentStriker 
 
 
		
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RE: Multiple problems 
			 
			
				It was around 2:18 am when I replied    
			 
			
			
 
			
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	| 04-15-2012, 09:02 AM  | 
	
		
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		Saren 
 
 
		
			Member 
			
			
			
 
			
	Posts: 196 
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RE: Multiple problems 
			 
			
				 (04-15-2012, 09:02 AM)SilentStriker Wrote:  It was around 2:18 am when I replied   Lol dayum, was around the same here..... you not from USA then, hahaha, nice to see not everyone is xD
 
EDIT: Yea I tried it.... no, not working at all..
			  
			
			
 
			
				
(This post was last modified: 04-15-2012, 03:36 PM by Saren.)
 
				
			 
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	| 04-15-2012, 03:20 PM  | 
	
		
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		SilentStriker 
 
 
		
			Posting Freak 
			
			
			
 
			
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RE: Multiple problems 
			 
			
				I'm from Sweden ^^ Check so everything is named right, since I believe you don't get any errors? just not working right? 
			 
			
			
 
			
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	| 04-15-2012, 04:13 PM  | 
	
		
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		Saren 
 
 
		
			Member 
			
			
			
 
			
	Posts: 196 
	Threads: 20 
	Joined: Jan 2012
	
 Reputation: 
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RE: Multiple problems 
			 
			
				 (04-15-2012, 04:13 PM)SilentStriker Wrote:  I'm from Sweden ^^ Check so everything is named right, since I believe you don't get any errors? just not working right? Nice we are neighbours, I'm from DK =) Well I originally come from Russia but I live in DK... haha 
And yea, the stuff just don't work.... no FATAL ERRORS xD
			  
			
			
 
			
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	| 04-16-2012, 03:01 AM  | 
	
		
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