RE: Game Problems
Yes, sorry I already do it^^'
My problem is: A function with the same name and paramer already exist, but i cant find it.
void OnStart()
{
AddEntityCollideCallback("Player" , "ScriptArea_1" , "Boots" , true , 1);
AddEntityCollideCallback("Player", "ScriptArea_2", "Schritte", true, 1);
AddUseItemCallback("", "BonusSchluessel", "BonusTuer", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player" , "ScriptArea_3" , "Slenderan" , true , 1);
AddEntityCollideCallback("Player", "ScriptArea_4", "Slenderaus", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_5", "Turweg", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_6", "Turweg2", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_7", "Turweg3", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_8", "Slenderan2", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_9", "Slenderaus1", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_10", "Slenderaus2", true, 1);
SetEntityCallbackFunc("glass_container_mix_done_1", "OnPickup1");
AddUseItemCallback("", "key_tomb_rusty_1", "level_engine_1", "UsedKeyOnDoor", true);
}
void Boots(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("boots_idle_1", true);
AddEnemyPatrolNode("boots_idle_1", "PathNodeArea_1", 0, "Idle");
AddEnemyPatrolNode("boots_idle_1", "PathNodeArea_2", 0, "Idle");
AddEnemyPatrolNode("boots_idle_1", "PathNodeArea_3", 0, "Idle");
AddEnemyPatrolNode("boots_idle_1", "PathNodeArea_4", 0, "Idle");
}
void Schritte(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "schritt.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("BonusTuer", false, false);
PlaySoundAtEntity("", "unlock_BonusSchluessel.snt", "BonusTuer", 0, false);
RemoveItem("BonusSchluessel");
AddDebugMessage("KeyOnDoor", false);
}
void Slenderan(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "slen.snt", "Player", 0, false);
SetEntityActive("slenderman9_1", true);
AddEnemyPatrolNode("slenderman9_1", "PathNodeArea_5", 0, "Idle");
AddEnemyPatrolNode("slenderman9_1", "PathNodeArea_6", 0, "Idle");
}
void Slenderaus(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "reaant.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
SetEntityActive("slenderman9_1", false);
}
void Turweg(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "close_gate.snt", "Player", 0, false);
PlaySoundAtEntity("", "00_laugh.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
SetEntityActive("level_hub_2", true);
SetEntityActive("level_hub_1", false);
}
void Turweg2(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "close_gate.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
SetEntityActive("level_hub_3", true);
SetEntityActive("level_hub_2", false);
}
void Turweg3(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "close_gate.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
SetEntityActive("level_hub_3", false);
}
void Slenderan2(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "slen.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
SetEntityActive("slenderman9_2", true);
SetEntityActive("ScriptArea_10", true);
}
void Slenderaus1(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "slen.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
SetEntityActive("slenderman9_2", false);
SetEntityActive("ScriptArea_10", false);
}
void Slenderaus2(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "slen.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
SetEntityActive("slenderman9_2", false);
SetEntityActive("ScriptArea_9", false);
}
void OnPickup1(string &in asEntity, string &in type)
{
PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false);
PlaySoundAtEntity("", "00_faint.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
SetEntityActive("enemy_suitor_1", true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetLevelDoorLocked("level_engine_1", false);
PlaySoundAtEntity("", "unlock_key_tomb_rusty_1.snt", "level_engine_1", 0, false);
RemoveItem("key_tomb_rusty_1");
AddDebugMessage("KeyOnDoor", false);
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
Can you find it?
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