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		| ryan1431   Junior Member
 
 Posts: 14
 Threads: 10
 Joined: Dec 2012
 Reputation: 
0
 | 
			| New Key Problems 
 
				Small new problem which will solve a lot of stress...
 For every new key do i need a new ".hps" file? Because i tried adding the new key data underneath
 with these commands, (this is what is in total)
 
 void OnStart()
 {
 AddUseItemCallback("", "studykey_1", "mansion_2", "OPEN", true);
 }
 
 void OPEN(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_2", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_2", 0, false);
 RemoveItem("studykey_1");
 }
 
 void StudyDoorLocked(string &in entity)
 
 
 {
 if(GetSwingDoorLocked("mansion_2") == true)
 {
 
 SetMessage("Messages", "studyroomlocked", 0);
 
 }
 }
 
 
 
 AddUseItemCallback("", "dungeonkey_2", "mansion_3", "OPEN", true);
 
 
 void OPEN(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_3", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_3", 0, false);
 RemoveItem("dungeonkey_2");
 }
 
 void DungeonDoorLocked(string &in entity)
 
 
 {
 if(GetSwingDoorLocked("mansion_") == true)
 {
 
 SetMessage("Messages", "dungeondoorlocked", 0);
 
 }
 }
 
 and it says this,
 
 Main (27,19) : ERR : Expected Identifier
 
 (thats the line that looks like this "AddUseItemCallback("", "dungeonkey_2", "mansion_3", "OPEN", true);"
 
 I tried putting {, and }, around it but it told me to get rid of them...
 
 please help
 |  |  
	| 12-02-2012, 01:52 AM |  |  
	
		| The chaser   Posting Freak
 
 Posts: 2,486
 Threads: 76
 Joined: Jun 2012
 Reputation: 
113
 | 
			| RE: New Key Problems 
 
				void OnStart(){
 AddUseItemCallback("", "studykey_1", "mansion_2", "OPEN", true);AddUseItemCallback("", "dungeonkey_2", "mansion_3", "OPEN_somethingelse", true);
 }
 
 void OPEN(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_2", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_2", 0, false);
 RemoveItem("studykey_1");
 }
 
 void StudyDoorLocked(string &in entity)
 
 
 {
 if(GetSwingDoorLocked("mansion_2") == true)
 {
 
 SetMessage("Messages", "studyroomlocked", 0);
 
 }
 }
 
 void OPEN(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_3", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_3", 0, false);
 RemoveItem("dungeonkey_2");
 }
 
 void DungeonDoorLocked(string &in entity)
 
 
 {
 if(GetSwingDoorLocked("mansion_") == true)
 {
 
 SetMessage("Messages", "dungeondoorlocked", 0);
 
 }
 }
No, you don't need a new .hps file for every single script. Wrong section to post this too.
			 
                               THE OTHERWORLD (WIP) ![[Image: k6vbdhu]](http://tinyurl.com/k6vbdhu)  
Aculy iz dolan. |  |  
	| 12-02-2012, 02:02 AM |  |  
	
		| ryan1431   Junior Member
 
 Posts: 14
 Threads: 10
 Joined: Dec 2012
 Reputation: 
0
 | 
			| RE: New Key Problems 
 
				 (12-02-2012, 02:02 AM)The chaser Wrote:  void OnStart(){
 AddUseItemCallback("", "studykey_1", "mansion_2", "OPEN", true);AddUseItemCallback("", "dungeonkey_2", "mansion_3", "OPEN_somethingelse", true);
 }
 
 void OPEN(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_2", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_2", 0, false);
 RemoveItem("studykey_1");
 }
 
 void StudyDoorLocked(string &in entity)
 
 
 {
 if(GetSwingDoorLocked("mansion_2") == true)
 {
 
 SetMessage("Messages", "studyroomlocked", 0);
 
 }
 }
 
 void OPEN(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_3", false, true);
 PlaySoundAtEntity("", "unlock_door", "mansion_3", 0, false);
 RemoveItem("dungeonkey_2");
 }
 
 void DungeonDoorLocked(string &in entity)
 
 
 {
 if(GetSwingDoorLocked("mansion_") == true)
 {
 
 SetMessage("Messages", "dungeondoorlocked", 0);
 
 }
 }
 No, you don't need a new .hps file for every single script. Wrong section to post this too.
 
do i actually say OPEN_(then the words)"somethingelse"?
			 |  |  
	| 12-02-2012, 02:07 AM |  |  
	
		| The chaser   Posting Freak
 
 Posts: 2,486
 Threads: 76
 Joined: Jun 2012
 Reputation: 
113
 | 
			| RE: New Key Problems 
 
				AddUseItemCallback("", "dungeonkey_2", "mansion_3", "OPEN_somethingelse", true);
 
 void OPEN_somethingelse(string &in asItem, string &in asEntity)
 {
 /////Door thing, uses keys, removes key, opens door, etc
 }
 
 
 You can check scripts in simple stories. There you'll see a lot of things.
 
                               THE OTHERWORLD (WIP) ![[Image: k6vbdhu]](http://tinyurl.com/k6vbdhu)  
Aculy iz dolan. |  |  
	| 12-02-2012, 11:23 AM |  |  
	
		| Your Computer   SCAN ME!
 
 Posts: 3,456
 Threads: 32
 Joined: Jul 2011
 Reputation: 
235
 | 
			| RE: New Key Problems 
 
				Learn to use parameters, and you could use the same function for all key-door use-item callbacks.
			 
 |  |  
	| 12-02-2012, 11:17 PM |  |  
	
		| The chaser   Posting Freak
 
 Posts: 2,486
 Threads: 76
 Joined: Jun 2012
 Reputation: 
113
 | 
			| RE: New Key Problems 
 
				This thread shows what parameters are. Very good explanation.
			 
                               THE OTHERWORLD (WIP) ![[Image: k6vbdhu]](http://tinyurl.com/k6vbdhu)  
Aculy iz dolan. |  |  
	| 12-03-2012, 09:29 AM |  |  |