z3akx
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RE: How to unluck a door from another map?
So i'll put it like this?
In the Global.hps
////////////////////////////// Run at the start gamevoid OnGameStart(){SetGlobalVarInt("AbandonedHouseDoorUnluck", 0);}
In the Forest.hps
void OnStart(){ PlayMusic("ambience_wind_eerie.ogg", true, 0.4f, 0, 0, false);AddEntityCollideCallback("Player", "ScriptArea_1", "scream", true, 1); SetEntityPlayerLookAtCallback("corpse_male_leg_1", "LookAtScare_1", true);AddEntityCollideCallback("Player", "ScriptArea_2", "Bugs", true, 1);AddEntityCollideCallback("Player", "BreakFence", "OldFence", true, 1);AddEntityCollideCallback("Player", "AreaCaveMonster", "CollideActivateBreath", true, 1); SetEntityPlayerInteractCallback("Cave", "Level_Cave", false);SetEntityPlayerLookAtCallback("Cave", "CaveText", false); SetEntityPlayerInteractCallback("WindowAbandonedHouse", "Level_AbandonedHouse", false); SetEntityPlayerLookAtCallback("WindowAbandonedHouse", "WindowText", false); if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)}
SetLevelDoorLocked("Level_AbandonedHouse", false);
{ else return;}
And in AbandonedHouse.hps
void BreakBlockade(string &in asParent, string &in asChild, int alState) {SetEntityActive("Blockade", false); SetEntityActive("BlockadeBroken", true); CreateParticleSystemAtEntity("breakps", "ps_hit_wood", "AreaBreakEffect", false);SetEntityActive("Crowbar_2", false); SetEntityActive("CrowbarBroken", true); PlaySoundAtEntity("break","break_wood_metal", "AreaBreakEffect", 0, false); SetLevelDoorLocked("Level_Forest", false); GiveSanityBoostSmall(); AddGlobalVarInt("AbandonedHouseDoorUnluck", 1);}
If not then i dont get it :/
(04-30-2012, 06:21 PM)z3akx Wrote: So i'll put it like this?
In the Global.hps
////////////////////////////// Run at the start gamevoid OnGameStart(){SetGlobalVarInt("AbandonedHouseDoorUnluck", 0);}
In the Forest.hps
void OnStart(){ PlayMusic("ambience_wind_eerie.ogg", true, 0.4f, 0, 0, false);AddEntityCollideCallback("Player", "ScriptArea_1", "scream", true, 1); SetEntityPlayerLookAtCallback("corpse_male_leg_1", "LookAtScare_1", true);AddEntityCollideCallback("Player", "ScriptArea_2", "Bugs", true, 1);AddEntityCollideCallback("Player", "BreakFence", "OldFence", true, 1);AddEntityCollideCallback("Player", "AreaCaveMonster", "CollideActivateBreath", true, 1); SetEntityPlayerInteractCallback("Cave", "Level_Cave", false);SetEntityPlayerLookAtCallback("Cave", "CaveText", false); SetEntityPlayerInteractCallback("WindowAbandonedHouse", "Level_AbandonedHouse", false); SetEntityPlayerLookAtCallback("WindowAbandonedHouse", "WindowText", false); if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)}
SetLevelDoorLocked("Level_AbandonedHouse", false);
{ else return;}
And in AbandonedHouse.hps
void BreakBlockade(string &in asParent, string &in asChild, int alState) {SetEntityActive("Blockade", false); SetEntityActive("BlockadeBroken", true); CreateParticleSystemAtEntity("breakps", "ps_hit_wood", "AreaBreakEffect", false);SetEntityActive("Crowbar_2", false); SetEntityActive("CrowbarBroken", true); PlaySoundAtEntity("break","break_wood_metal", "AreaBreakEffect", 0, false); SetLevelDoorLocked("Level_Forest", false); GiveSanityBoostSmall(); AddGlobalVarInt("AbandonedHouseDoorUnluck", 1);}
If not then i dont get it :/ Wow thats hard as hell to read dont know why it's set it up like that sorry
(This post was last modified: 04-30-2012, 06:22 PM by z3akx.)
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04-30-2012, 06:21 PM |
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SilentStriker
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RE: How to unluck a door from another map?
Could you please make it more readable? xD
you can do that by editing the post ^^
(This post was last modified: 04-30-2012, 06:47 PM by SilentStriker.)
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04-30-2012, 06:35 PM |
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z3akx
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RE: How to unluck a door from another map?
Im so sorry man that failed xD
In the Global.hps
////////////////////////////// Run at the start game
void OnGameStart()
{
SetGlobalVarInt("AbandonedHouseDoorUnluck", 0);
}
In the Forest.hps
void OnStart(){ PlayMusic("ambience_wind_eerie.ogg", true, 0.4f, 0, 0, false);
AddEntityCollideCallback("Player", "ScriptArea_1", "scream", true, 1); SetEntityPlayerLookAtCallback("corpse_male_leg_1", "LookAtScare_1", true);
AddEntityCollideCallback("Player", "ScriptArea_2", "Bugs", true, 1);
AddEntityCollideCallback("Player", "BreakFence", "OldFence", true, 1);
AddEntityCollideCallback("Player", "AreaCaveMonster", "CollideActivateBreath", true, 1); SetEntityPlayerInteractCallback("Cave", "Level_Cave", false);
SetEntityPlayerLookAtCallback("Cave", "CaveText", false); SetEntityPlayerInteractCallback("WindowAbandonedHouse", "Level_AbandonedHouse", false); SetEntityPlayerLookAtCallback("WindowAbandonedHouse", "WindowText", false); if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)
}
SetLevelDoorLocked("Level_AbandonedHouse", false);
{ else return;
}
And in AbandonedHouse.hps
void BreakBlockade(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Blockade", false);
SetEntityActive("BlockadeBroken", true);
CreateParticleSystemAtEntity("breakps", "ps_hit_wood", "AreaBreakEffect", false);
SetEntityActive("Crowbar_2", false);
SetEntityActive("CrowbarBroken", true);
PlaySoundAtEntity("break","break_wood_metal", "AreaBreakEffect", 0, false); SetLevelDoorLocked("Level_Forest", false);
GiveSanityBoostSmall();
AddGlobalVarInt("AbandonedHouseDoorUnluck", 1);
}
That should be better
Though i have no idea why the text keeps changing place from how i write it to how it's shown soz
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04-30-2012, 06:51 PM |
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SilentStriker
Posting Freak
Posts: 950
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RE: How to unluck a door from another map?
Yes everything is correct except:
if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)
}
SetLevelDoorLocked("Level_AbandonedHouse", false);
{ else return;
it should be inside OnEnter
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04-30-2012, 06:52 PM |
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z3akx
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RE: How to unluck a door from another map?
Okay now im getting this error
FATAL ERROR: Could not load script file 'custom_stories/blabla/bla/blabla/Maps/Forest.hps'! ExecuteString(1, 1) : ERR : No matching signatures to 'OnLeave()'
main (21,20) : ERR : Expected identifier
main (22,2) : ERR : Unexpected token '}'
main (24,2) : ERR : Unexpected token '}'
the "main" part is this
void OnStart()
{
if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)
}
SetLevelDoorLocked("Level_AbandonedHouse", false);
}
else return;
}
}
I dont get it -.-
it's probably because i dont understand how the scripting are connected to one another :-)
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04-30-2012, 07:40 PM |
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FragdaddyXXL
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RE: How to unluck a door from another map?
(04-30-2012, 07:40 PM)z3akx Wrote: Okay now im getting this error
FATAL ERROR: Could not load script file 'custom_stories/blabla/bla/blabla/Maps/Forest.hps'! ExecuteString(1, 1) : ERR : No matching signatures to 'OnLeave()'
main (21,20) : ERR : Expected identifier
main (22,2) : ERR : Unexpected token '}'
main (24,2) : ERR : Unexpected token '}'
the "main" part is this
void OnStart()
{
if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)
}
SetLevelDoorLocked("Level_AbandonedHouse", false);
}
else return;
}
}
I dont get it -.-
it's probably because i dont understand how the scripting are connected to one another :-) Check your curly brackets. You have 1 opening curly bracket "{" and 4 closing curly brackets "}".
(This post was last modified: 04-30-2012, 08:07 PM by FragdaddyXXL.)
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04-30-2012, 08:06 PM |
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z3akx
Junior Member
Posts: 15
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Joined: Dec 2011
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RE: How to unluck a door from another map?
Oh lawl yeah it's working now and i got my cousin to tell me how it all worked together so i understand it now thanks for the help dude !
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04-30-2012, 08:11 PM |
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