Spaysh
Junior Member
Posts: 11
Threads: 6
Joined: Feb 2013
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Text not appearing on door
Hey guys, just wondering why my doors won't display the messages when they are interacted by the player, the code for the map is
void LockedDoor1(string &in entity)
{
if(GetSwingDoorLocked("Locked_Door_1") == true)
{
SetMessage("Message", "LockedDoor1msg", 0);
}
}
void TortureDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("Torture_Door_1") == true)
{
SetMessage("Message", "TortureDoorLockedmsg", 0);
}
}
void MonsterDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("MonsterDoor") == true)
{
SetMessage("Message", "MonsterDoorLockedmsg", 0);
}
}
and my extra_english.lang file looks like this
<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">Trying out HPL Editor!</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemDesc_Key1">Key to Cellar</Entry>
<Entry Name="ItemName_Key1">Cellar Key</Entry>
<Entry Name="ItemDesc_crowbar>A sturdy crowbar used to pry doors</Entry>
<Entry Name="ItemName_crowbar>Crowbar</Entry>
</CATEGORY>
<CATEGORY Name=“Message”>
<Entry Name =“LockedDoor1msg”>This door is locked, maybe if I had a key...</Entry>
<Entry Name =“MonsterDoorLockedmsg”>This door is locked with a mechanism.</Entry>
<Entry Name =“TortureDoorLockedmsg”>This door is slightly locked, might be able to pry open...</Entry>
</CATEGORY>
</LANGUAGE>
I have been looking at this for ages now and I still cannot see what is the problem, all the door names are spelt correctly, so its not that.
Any help is appreciated
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02-07-2013, 02:54 PM |
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The chaser
Posting Freak
Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation:
113
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RE: Text not appearing on door
You have the script wrong:
Your script:
void LockedDoor1(string &in entity)
{
if(GetSwingDoorLocked("Locked_Door_1") == true)
{
SetMessage("Message", "LockedDoor1msg", 0);
}
}
void TortureDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("Torture_Door_1") == true)
{
SetMessage("Message", "TortureDoorLockedmsg", 0);
}
}
void MonsterDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("MonsterDoor") == true)
{
SetMessage("Message", "MonsterDoorLockedmsg", 0);
}
}
It should be like:
void LockedDoor1(string &in Entity)
{
if(GetSwingDoorLocked("Locked_Door_1") == true)
{
SetMessage("Message", "LockedDoor1msg", 0);
}
}
void TortureDoorLocked(string &in Entity)
{
if(GetSwingDoorLocked("Torture_Door_1") == true)
{
SetMessage("Message", "TortureDoorLockedmsg", 0);
}
}
void MonsterDoorLocked(string &in Entity)
{
if(GetSwingDoorLocked("MonsterDoor") == true)
{
SetMessage("Message", "MonsterDoorLockedmsg", 0);
}
}
THE OTHERWORLD (WIP)
Aculy iz dolan.
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02-07-2013, 03:18 PM |
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PutraenusAlivius
Posting Freak
Posts: 4,713
Threads: 75
Joined: Dec 2012
Reputation:
119
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RE: Text not appearing on door
Using the Lang Editor, something is wrong. FYI, the Error is at Line 8, Position 69.
Here you go, bro.
<LANGUAGE> <RESOURCES> </RESOURCES> <CATEGORY Name="CustomStoryMain"> <Entry Name="Description">Trying out HPL Editor!</Entry> </CATEGORY> <CATEGORY Name="Inventory"> <Entry Name="ItemDesc_Key1">Key to the Cellar</Entry> <Entry Name="ItemName_Key1">Cellar Key</Entry> <Entry Name="ItemDesc_crowbar">A sturdy crowbar used to pry doors</Entry> <Entry Name="ItemName_crowbar">Crowbar</Entry> </CATEGORY> <CATEGORY Name="Message"> <Entry Name="MonsterDoorLockedmsg">This door is locked with a mechanism.</Entry> <Entry Name="TortureDoorLockedmsg">This door is slightly locked, might be able to pry open...</Entry> <Entry Name="LockedDoor1msg">This door is locked, maybe if I had a key...</Entry> </CATEGORY> </LANGUAGE>
Hope it helps.
(02-07-2013, 03:18 PM)The chaser Wrote: You have the script wrong:
Your script:
void LockedDoor1(string &in entity)
{
if(GetSwingDoorLocked("Locked_Door_1") == true)
{
SetMessage("Message", "LockedDoor1msg", 0);
}
}
void TortureDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("Torture_Door_1") == true)
{
SetMessage("Message", "TortureDoorLockedmsg", 0);
}
}
void MonsterDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("MonsterDoor") == true)
{
SetMessage("Message", "MonsterDoorLockedmsg", 0);
}
}
It should be like:
void LockedDoor1(string &in Entity)
{
if(GetSwingDoorLocked("Locked_Door_1") == true)
{
SetMessage("Message", "LockedDoor1msg", 0);
}
}
void TortureDoorLocked(string &in Entity)
{
if(GetSwingDoorLocked("Torture_Door_1") == true)
{
SetMessage("Message", "TortureDoorLockedmsg", 0);
}
}
void MonsterDoorLocked(string &in Entity)
{
if(GetSwingDoorLocked("MonsterDoor") == true)
{
SetMessage("Message", "MonsterDoorLockedmsg", 0);
}
}
Dear the chaser, something is wrong with his .lang file.
"Veni, vidi, vici."
"I came, I saw, I conquered."
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02-07-2013, 03:20 PM |
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The chaser
Posting Freak
Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation:
113
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RE: Text not appearing on door
*Clears throat*
Ehem. I didn't see the error in the .lang file, but he had some Paremeters wrong (he just had "entity" instead "Entity").
With JustAnotherPlayer corrected .lang file and your fixed by me script, it should be fine.
THE OTHERWORLD (WIP)
Aculy iz dolan.
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02-07-2013, 03:51 PM |
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Spaysh
Junior Member
Posts: 11
Threads: 6
Joined: Feb 2013
Reputation:
0
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RE: Text not appearing on door
Cheers guys, started all this monday so im still a little rusty xD
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02-07-2013, 04:15 PM |
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Adrianis
Senior Member
Posts: 620
Threads: 6
Joined: Feb 2012
Reputation:
27
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RE: Text not appearing on door
(02-07-2013, 03:51 PM)The chaser Wrote: ... but he had some Paremeters wrong (he just had "entity" instead "Entity").
As long as the types are correct, it shouldn't matter how you name the parameter
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02-07-2013, 06:11 PM |
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