zergling50 
 
 
		
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Timer Not Working 
			 
			
				I have a scare set up where your locked in a room with a grunt for a short period of time. Once the timer finishes the grunt is supposed to disappear in a flash of light and the door to the room unlocks. The only problem is that the timer is not responding and I have no idea why. Heres the code in question: 
 
void RoomScare(string &in asParent, string &in asChild, int alState) 
{ 
    SetPlayerActive(false); 
    AddPropImpulse("mansion_7", 0, 0, -50, "world"); 
    SetSwingDoorLocked("mansion_7", true, true); 
    GiveSanityDamage(1, true); 
    SetPlayerActive(true); 
    AddTimer("roomscarefinish", 5.0f, "RoomScareFinish"); 
    SetEntityActive("servant_grunt_3", true); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_30", 1.0f, "idle"); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_31", 1.0f, "idle"); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_32", 1.0f, "idle"); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_33", 1.0f, "idle"); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_34", 1.0f, "idle"); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_35", 1.0f, "idle"); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_36", 1.0f, "idle"); 
} 
 
void RoomScareFinish() 
{ 
    GiveSanityBoostSmall(); 
    StartEffectFlash(0.3f, 1.0f, 1.0f); 
    SetSwingDoorLocked("mansion_7", false, true); 
    SetEntityActive("servant_grunt_3", false); 
}
			 
			
			
			
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	| 06-17-2013, 12:12 AM  | 
	
		
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		PutraenusAlivius 
 
 
		
			Posting Freak 
			
			
			
 
			
	Posts: 4,713 
	Threads: 75 
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RE: Timer Not Working 
			 
			
				void RoomScare(string &in asParent, string &in asChild, int alState) 
{ 
    SetPlayerActive(false); 
    AddPropImpulse("mansion_7", 0, 0, -50, "world"); 
    SetSwingDoorLocked("mansion_7", true, true); 
    GiveSanityDamage(1, true); 
    SetPlayerActive(true); 
    AddTimer("roomscarefinish", 5.0f, "RoomScareFinish"); 
    SetEntityActive("servant_grunt_3", true); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_30", 1.0f, "idle"); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_31", 1.0f, "idle"); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_32", 1.0f, "idle"); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_33", 1.0f, "idle"); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_34", 1.0f, "idle"); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_35", 1.0f, "idle"); 
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_36", 1.0f, "idle"); 
} 
 
void RoomScareFinish(string &in asTimer) //Wrong callback syntax. You have () which is not recognizable as the callback syntax for the AddTimer. 
{ 
    GiveSanityBoostSmall(); 
    StartEffectFlash(0.3f, 1.0f, 1.0f); 
    SetSwingDoorLocked("mansion_7", false, true); 
    SetEntityActive("servant_grunt_3", false); 
}
 
Fixed it.
			  
			
			
 
"Veni, vidi, vici." 
"I came, I saw, I conquered." 
			
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	| 06-17-2013, 12:45 AM  | 
	
		
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