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a function with same name and function alrdy exist?
Hartmann Offline
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#1
a function with same name and function alrdy exist?

Im getting an error saying that a function with the same name and functions alrd exist. cna you help. here is my script

void OnStart()
{
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddUseItemCallback("", "key_4", "castle_no_grav_1", "KeyOnDoor", true);
AddUseItemCallback("", "bone_saw_1", "wooden_boards_block_1", "DestroyParticleSystem", true);
AddTimer("StopLook", 4, "LookAtSaw");
}

void DestroyParticleSystem(string& asName)
{
PlaySoundAtEntity("", "saw", "wooden_boards_block_1", 0.0f, true);
RemoveItem("bone_saw_1");
}


void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_no_grav_1", false, true);
PlaySoundAtEntity("", "unlock_door", "castle_no_grav_1", 0.0f, true);
RemoveItem("key_4");
}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

void LookAtSaw(string &in asTimer)
{
StopPlayerLookAt();
}
06-23-2012, 04:11 PM
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Your Computer Offline
SCAN ME!

Posts: 3,456
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Joined: Jul 2011
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#2
RE: a function with same name and function alrdy exist?

void DestroyParticleSystem(string& asName) is a predefined function of Amnesia. You have the wrong syntax callback for it; it's supposed to take in two strings.

Tutorials: From Noob to Pro
06-23-2012, 04:22 PM
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Hartmann Offline
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Posts: 52
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Joined: Jun 2012
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#3
RE: a function with same name and function alrdy exist?

(06-23-2012, 04:22 PM)Your Computer Wrote: void DestroyParticleSystem(string& asName) is a predefined function of Amnesia. You have the wrong syntax callback for it; it's supposed to take in two strings.
Its supposed to destroy some wooden planks. you know what syntax calldback i shall use instead?
06-23-2012, 04:40 PM
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SilentStriker Offline
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#4
RE: a function with same name and function alrdy exist?

if it's AddUseItemCallback it's (string &in asItem, string &in asEntity)

(This post was last modified: 06-23-2012, 04:42 PM by SilentStriker.)
06-23-2012, 04:41 PM
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Hartmann Offline
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Posts: 52
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Joined: Jun 2012
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#5
RE: a function with same name and function alrdy exist?

(06-23-2012, 04:41 PM)SilentStriker Wrote: if it's AddUseItemCallback it's (string &in asItem, string &in asEntity)
i am sorry i dotn quite get yor answer it is supposed to destroy some wooden planks. i currenlt have void DestroyParticleSystem(string& asName); What shall i use instead of that
06-23-2012, 04:46 PM
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SilentStriker Offline
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#6
RE: a function with same name and function alrdy exist?

DestroyParticleSystem(string &in asItem, string &in asEntity)

06-23-2012, 05:13 PM
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Cruzore Offline
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Posts: 301
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#7
RE: a function with same name and function alrdy exist?

Change the name of the function too. DestroyParticleSystem is, like Your Computer said, a predefined one, you can't use it.

Edit: Or maybe it works with a other syntax, I don't know.
(This post was last modified: 06-23-2012, 05:17 PM by Cruzore.)
06-23-2012, 05:17 PM
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Hartmann Offline
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#8
RE: a function with same name and function alrdy exist?

(06-23-2012, 05:17 PM)FastHunteR Wrote: Change the name of the function too. DestroyParticleSystem is, like Your Computer said, a predefined one, you can't use it.

Edit: Or maybe it works with a other syntax, I don't know.
i dont know what syntax to use that is supposed to destry the wooden planks
06-23-2012, 05:20 PM
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Cruzore Offline
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#9
RE: a function with same name and function alrdy exist?

..Just change the name and you're good. But since you probably have no idea what even a function is:
void OnStart()
{
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddUseItemCallback("", "key_4", "castle_no_grav_1", "KeyOnDoor", true);
AddUseItemCallback("", "bone_saw_1", "wooden_boards_block_1", "DestroyPlank", true);
StartPlayerLookAt("bone_saw_1", 2, 2, "");

AddTimer("StopLook", 4, "LookAtSaw");
}

void DestroyPlank(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("", "26_saw.snt", "wooden_boards_block_1", 0.0f, true);
RemoveItem("bone_saw_1");
AddTimer("", 4, "DestroyPlank2");
}
void DestroyPlank2(string &in asTimer)
{
SetEntityActive("wooden_boards_block_1", false);
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_no_grav_1", false, true);
PlaySoundAtEntity("", "unlock_door", "castle_no_grav_1", 0.0f, true);
RemoveItem("key_4");
}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

void LookAtSaw(string &in asTimer)
{
StopPlayerLookAt();
}
With such scripting skills, don't expect anything better than dissapearing wooden planks. You should look at some tutorials at http://wiki.frictionalgames.com/hpl2/amn..._functions
(This post was last modified: 06-23-2012, 05:30 PM by Cruzore.)
06-23-2012, 05:28 PM
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Hartmann Offline
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Posts: 52
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#10
RE: a function with same name and function alrdy exist?

(06-23-2012, 05:28 PM)FastHunteR Wrote: ..Just change the name and you're good. But since you probably have no idea what even a function is:
void OnStart()
{
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddUseItemCallback("", "key_4", "castle_no_grav_1", "KeyOnDoor", true);
AddUseItemCallback("", "bone_saw_1", "wooden_boards_block_1", "DestroyPlank", true);
StartPlayerLookAt("bone_saw_1", 2, 2, "");

AddTimer("StopLook", 4, "LookAtSaw");
}

void DestroyPlank(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("", "26_saw.snt", "wooden_boards_block_1", 0.0f, true);
RemoveItem("bone_saw_1");
AddTimer("", 4, "DestroyPlank2");
}
void DestroyPlank2(string &in asTimer)
{
SetEntityActive("wooden_boards_block_1", false);
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_no_grav_1", false, true);
PlaySoundAtEntity("", "unlock_door", "castle_no_grav_1", 0.0f, true);
RemoveItem("key_4");
}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

void LookAtSaw(string &in asTimer)
{
StopPlayerLookAt();
}
With such scripting skills, don't expect anything better than dissapearing wooden planks. You should look at some tutorials at http://wiki.frictionalgames.com/hpl2/amn..._functions
Thank youSmile
06-23-2012, 05:30 PM
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