The chaser 
			Posting Freak113  
	
		
			
RE: Adding mementos to locked doors? 
 
				That means to be that there's a missing bracket, ;, or parenthesis.
			
			
			
                              THE OTHERWORLD (WIP)
Aculy iz dolan.
 
 
 
	11-05-2012, 02:33 PM  
		
	 
 
	
		Tiger 
			Posting Freak55  
	
		
			
RE: Adding mementos to locked doors? 
 
				 (11-05-2012, 02:33 PM) The chaser Wrote:  Ok, thanks. I will check through the script 
 
			
			
			
		 
 
 
	11-05-2012, 04:03 PM  
		
	 
 
	
		FlawlessHappiness 
			Posting Freak171  
	
		
			
RE: Adding mementos to locked doors? 
 
				If you can't find it, post the script here. The whole script
			
			
			
Trying is the first step to success.
			
		 
 
 
	11-05-2012, 04:29 PM  
		
	 
 
	
		Tiger 
			Posting Freak55  
	
		
			
RE: Adding mementos to locked doors? 
 
				ok, here it is:
Spoiler below!  
if(GetSwingDoorLocked("BlockedDoor") == true); { AddQuest("BlockedDoorQuest", "BlockedDoorQuest"); } 
 
 
			
				
(This post was last modified: 11-05-2012, 05:34 PM by Tiger .) 
 
				
			 
		 
 
 
	11-05-2012, 05:34 PM  
		
	 
 
	
		FlawlessHappiness 
			Posting Freak171  
	
		
			
RE: Adding mementos to locked doors? 
 
				Is this your full script?
			
			
Trying is the first step to success.
			
		 
 
 
	11-06-2012, 11:27 AM  
		
	 
 
	
		Adny 
			Posting Freak173  
	
		
			
RE: Adding mementos to locked doors? 
 
				 (11-05-2012, 05:34 PM) Tigerwaw Wrote:  
Spoiler below!  
if(GetSwingDoorLocked("BlockedDoor") == true); { AddQuest("BlockedDoorQuest", "BlockedDoorQuest"); } 
 
 Hello! 
ChangeMap("InsideCabin.map", "PlayerStartArea_2, "player_jump6.ogg", "player_bodyfall5.ogg");
After PlayerStartArea_2, you missed a quotation mark. If you're using notepad++ or geany (which you should be using for scripting) be sure to set the language to C++; this color codes everything and makes mistakes like that easier to point out.
Hope that helped!
			
 
			
			
I rate it 3 memes.
			
		 
 
 
	11-06-2012, 11:30 AM  
		
	 
 
	
		The chaser 
			Posting Freak113  
	
		
			
RE: Adding mementos to locked doors? 
 
				 (11-06-2012, 11:27 AM) beecake Wrote:  Shouldn't it be: 
void ChangeMap_1 (string &in asParent, string &in asChild, int alState) 
			 
			
			
                              THE OTHERWORLD (WIP)
Aculy iz dolan.
 
 
 
	11-06-2012, 12:34 PM  
		
	 
 
	
		FlawlessHappiness 
			Posting Freak171  
	
		
			
RE: Adding mementos to locked doors? 
 
				 (11-06-2012, 12:34 PM) The chaser Wrote:   (11-06-2012, 11:27 AM) beecake Wrote:  void ChangeMap_1 (string &in asParent, string &in asChild, int alState) I meant there should be space between 1 and (
			
 
			
			
Trying is the first step to success.
			
		 
 
 
	11-06-2012, 01:36 PM  
		
	 
 
	
		The chaser 
			Posting Freak113  
	
		
			
RE: Adding mementos to locked doors? 
 
				 (11-06-2012, 01:36 PM) beecake Wrote:   (11-06-2012, 12:34 PM) The chaser Wrote:   (11-06-2012, 11:27 AM) beecake Wrote:  void ChangeMap_1 (string &in asParent, string &in asChild, int alState) It doesn't matter 
 A space doesn't do really anything to the script.
			
 
			
			
                              THE OTHERWORLD (WIP)
Aculy iz dolan.
 
 
 
	11-06-2012, 01:53 PM  
		
	 
 
	
		craven7 
			Member1  
	
		
			
RE: Adding mementos to locked doors? 
 
				if(GetSwingDoorLocked("BlockedDoor") == true);
the semicolon after the condition needs to be removed.
Also (the bigger problem I guess) your if (the code I posted 2 lines above) is not in a function/methode.
If you want to add a memento to a locked door I would do it like this:
SetEntityPlayerInteractCallback("door","interactLockedDoor",true);
 
			
			
			
				
(This post was last modified: 11-06-2012, 02:20 PM by craven7 .) 
 
				
			 
		 
 
 
	11-06-2012, 02:16 PM