(05-30-2012, 08:42 PM)Obliviator27 Wrote: The function KillStephano() isn't declared.
You're missing the syntax, which by default is string &in asItem, string &in asEntity
I added the syntax in the parenthesis in KillStephano(), so it's now 'void KillStephano(string &in asItem, string &in asEntity)' but i get the same error.
One thing, what is the point in typing the syntax, half the time i don't even need it
Chocobos are awesome! KWEH!! ^-^
Sorry for stupid questions, I'm kind of new to scripting
StephanoDeath.ogg needs quotes around it because it is a string. (Also you usually only use .snt files for PlaySoundAtEntity, but I think I've seen someone use .ogg successfully before. If the sound doesn't play, it's safe to switch to an .snt file)
1. Fixed the first issue, was as Damascus said.
2. Got an issue with it complaining about lack of float and bool, but complaining about them being there when i added them, was because i wrote 1s(econd) instead of just one... *facepalm*
3. Thanks for reminding me about the OpenDoor on everything idea. Had completely forgot that.
4. Going to change to .snt now, I remember now that .ogg was for journals.
Ok, Sound isn't playing. Most likely since it didn't get executed for some reason, as none of the things in BarrelExcuse are working.
BarrelExcuse.snp
you wrote .snp, instead of .snt. And in the one before that too, you wrote .snp.
(P.S. Final Fantasy ftw)
EDIT
woah your script is very strange looking.. you've written that using a key will open a door and trigger events, and you wrote it again so the same key opens the same door but triggers different events. Two adduseitemcallback's are not needed. Plus there are these weird <>//'s everywhere, which are not needed as well.
I don't know where the barrel's excuse stuff is supposed to go, because it was not declared to happen in the original script. Tell me what that does for you.
Ba-da bing, ba-da boom.
(This post was last modified: 05-30-2012, 10:04 PM by JenniferOrange.)
Major derpingtons :S
Had even saved the files as .snp
Apparently .snp is a sound format too...
They're still not executing though, anyone see why? or do i have to send the map file and everything? How do you get something to execute when you interact with it (Pick up a barrel in this case) (just incase i did it wrong, though the one with the key on the door should still work)
Meh, I'll skip that while waiting, and come back to it later.
RE: AddUseItemCallback and PlayerInteractCallback not working
Oh, thanks!
The //<> are for neatness, as it doesn't automatically group them. // means it doesn't get parsed, and everything between <> and </'>is grouped.
The BarrelsExcuse thing is just to make the character unable to move while a sound clip plays, as you pick up the barrel. The barrel in the map has 'BarrelExcuse' in the 'PlayerInteractCallback' thing to run this when you pick him up (Though i might have done it wrong)
BarrelsExcuse, StephanosDeath and DoorFalls still don't work