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No Matching signatures
Lake Offline
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Posts: 58
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Joined: Jul 2012
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#1
No Matching signatures

This is the error:
[Image: 34o20ev.jpg]

this is the script:

Void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "statue", true, 1);
SetLocalVarInt("suitorelement", 0);
}

void statue(string &in asParent, string &in asChild, int alState)
{
AddLocalVarInt("suitorelement", 1);
Func02();
SetEntityActive("enemy_suitor_2", true);
AddEnemyPatrolNode("enemy_suitor_2", "PathNodeArea_1", 2, "");
SetEntityActive("armour_rusty_complete_1", true);
SetEntityActive("armour_rusty_complete_2", true);
AddQuest("quest4", "quest4");

Global.hps:

void OnStart()
{
//level 2 to note level 1 start
SetLocalVarInt("suitorelement", 0);
}

void Func02()
{
    if (GetLocalVarInt("suitorelement") == 1)
    {        
    SetEntityActive("nota5", true);
    }    
}
(This post was last modified: 08-12-2012, 11:20 AM by Lake.)
08-12-2012, 10:34 AM
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palistov Offline
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Posts: 1,208
Threads: 67
Joined: Mar 2011
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#2
RE: No Matching signatures

Unfortunately you can't define functions in global.hps and expect them to work. All scripts must be done in the level-specific file Sad

Technically you CAN do all kinds of stuff in global.hps like control flow and your own functions and the like, but you don't have any access to the API, so you can't really do much of anything useful with it.

TL;DR solution: move Func02 definition to your level's script file. Global.hps isn't included in your levels' scripts.

08-12-2012, 10:39 AM
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Lizard Offline
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Posts: 174
Threads: 23
Joined: Jul 2012
Reputation: 5
#3
RE: No Matching signatures

move void func02 to the other .hps


Void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "statue", true, 1);
SetLocalVarInt("suitorelement", 0);
}

void statue(string &in asParent, string &in asChild, int alState)
{
AddLocalVarInt("suitorelement", 1);
Func02();
SetEntityActive("enemy_suitor_2", true);
}


void Func02()
{
if (GetLocalVarInt("suitorelement") == 1)
{
SetEntityActive("nota5", true);
}
}

CURRENT PROJECT:
A Fathers Secret == Just started
(This post was last modified: 08-12-2012, 10:42 AM by Lizard.)
08-12-2012, 10:42 AM
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Lake Offline
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Posts: 58
Threads: 20
Joined: Jul 2012
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#4
RE: No Matching signatures

so how can I do to ensure that when the player goes in the script 1 a map, then something happens in another?
08-12-2012, 11:00 AM
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Lizard Offline
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Posts: 174
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Joined: Jul 2012
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#5
RE: No Matching signatures

What exactly is it that you want?

CURRENT PROJECT:
A Fathers Secret == Just started
08-12-2012, 11:11 AM
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Lake Offline
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Posts: 58
Threads: 20
Joined: Jul 2012
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#6
RE: No Matching signatures

I want that when the player steps into the ScriptArea_1 another map appears a note that was not there before
08-12-2012, 11:14 AM
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Lizard Offline
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Posts: 174
Threads: 23
Joined: Jul 2012
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#7
RE: No Matching signatures

(08-12-2012, 11:14 AM)Lake Wrote: I want that when the player steps into the ScriptArea_1 another map appears a note that was not there before
I dont know if that is possible Sad

Would i would do was, to put an area in the map where the note is, so that when the player collides with the area, the note appears

CURRENT PROJECT:
A Fathers Secret == Just started
(This post was last modified: 08-12-2012, 11:16 AM by Lizard.)
08-12-2012, 11:15 AM
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Lake Offline
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Posts: 58
Threads: 20
Joined: Jul 2012
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#8
RE: No Matching signatures

ok I understand, I'll think of some other idea for the custom
08-12-2012, 11:19 AM
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Lizard Offline
Member

Posts: 174
Threads: 23
Joined: Jul 2012
Reputation: 5
#9
RE: No Matching signatures

(08-12-2012, 11:19 AM)Lake Wrote: ok I understand, I'll think of some other idea for the custom
There is also another option. You could have a item as trigger for the note.

Pick up an trigger item in one map, and when you enter the second the game should check if you have the trigger item in your inventory, and if you have the note should appear

CURRENT PROJECT:
A Fathers Secret == Just started
08-12-2012, 11:22 AM
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