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		| Rapsis   Member
 
 Posts: 69
 Threads: 6
 Joined: Oct 2012
 Reputation: 
0
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			| RE: Script fatal error? 
 
				 (10-13-2012, 08:58 PM)The chaser Wrote:  No, it's you  the engine does whatever it has to do. All the fails (or almost all) are human. So, let's see: 
 You have this:
 
 
 void OnStart()
 {
 
 AddEntityCollideCallback("Player", "Studydooropen", "CollideRoomTwo", true, 0);
 
 AddUseItemCallback("", "bedroomkey_1", "mansion_1", "UsedKeyOnDoor", true);
 
 }
 
 
 
 void CollideRoomTwo(string &in asParent, string &in asChild, int alState)
 
 {
 
 SetSwingDoorClosed("mansion_2", true, true);
 
 }
 
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 
 {
 
 SetSwingDoorLocked("mansion_1", false, true);
 
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);
 
 RemoveItem("bedroomkey_1");
 
 }
 
 
 
 void OnLeave()
 
 {
 
 
 
 }
 The error is here:
 
 
 void OnStart()
 {
 
 AddEntityCollideCallback("Player", "Studydooropen", "CollideRoomTwo", true, 1);
 
 AddUseItemCallback("", "bedroomkey_1", "mansion_1", "UsedKeyOnDoor", true);
 
 }
 
 
 
 void CollideRoomTwo(string &in asParent, string &in asChild, int alState)
 
 {
 
 SetSwingDoorClosed("mansion_2", true, true);
 
 }
 
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 
 {
 
 SetSwingDoorLocked("mansion_1", false, true);
 
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);
 
 RemoveItem("bedroomkey_1");
 
 }
 
 
 
 void OnLeave()
 
 {
 
 
 
 }
The AddEntityCollideCallback always end with a 1 or a -1. When you put 0, the engine turns mad. That was the issue.
 Nope, same error. As I said, I didn't change the map1.hps file at all.
 
  (10-13-2012, 09:02 PM)Rapsis Wrote:   (10-13-2012, 08:58 PM)The chaser Wrote:  No, it's you Nope, same error. As I said, I didn't change the map1.hps file at all. the engine does whatever it has to do. All the fails (or almost all) are human. So, let's see: 
 You have this:
 
 
 void OnStart()
 {
 
 AddEntityCollideCallback("Player", "Studydooropen", "CollideRoomTwo", true, 0);
 
 AddUseItemCallback("", "bedroomkey_1", "mansion_1", "UsedKeyOnDoor", true);
 
 }
 
 
 
 void CollideRoomTwo(string &in asParent, string &in asChild, int alState)
 
 {
 
 SetSwingDoorClosed("mansion_2", true, true);
 
 }
 
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 
 {
 
 SetSwingDoorLocked("mansion_1", false, true);
 
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);
 
 RemoveItem("bedroomkey_1");
 
 }
 
 
 
 void OnLeave()
 
 {
 
 
 
 }
 The error is here:
 
 
 void OnStart()
 {
 
 AddEntityCollideCallback("Player", "Studydooropen", "CollideRoomTwo", true, 1);
 
 AddUseItemCallback("", "bedroomkey_1", "mansion_1", "UsedKeyOnDoor", true);
 
 }
 
 
 
 void CollideRoomTwo(string &in asParent, string &in asChild, int alState)
 
 {
 
 SetSwingDoorClosed("mansion_2", true, true);
 
 }
 
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 
 {
 
 SetSwingDoorLocked("mansion_1", false, true);
 
 PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);
 
 RemoveItem("bedroomkey_1");
 
 }
 
 
 
 void OnLeave()
 
 {
 
 
 
 }
The AddEntityCollideCallback always end with a 1 or a -1. When you put 0, the engine turns mad. That was the issue.
 Figured out myself. Again, it was my stupidity.
			 
				
(This post was last modified: 10-13-2012, 09:41 PM by Rapsis.)
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	| 10-13-2012, 09:02 PM |  |  
	
		| The chaser   Posting Freak
 
 Posts: 2,486
 Threads: 76
 Joined: Jun 2012
 Reputation: 
113
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			| RE: Script fatal error? 
 
				Well, the time and experience solves that kind of things. Next time post at Development support   
                               THE OTHERWORLD (WIP) ![[Image: k6vbdhu]](http://tinyurl.com/k6vbdhu)  
Aculy iz dolan. |  |  
	| 10-13-2012, 09:54 PM |  |  |