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		| Neelke   Senior Member
 
 Posts: 668
 Threads: 82
 Joined: Apr 2013
 Reputation: 
26
 | 
			| Script help (complex script) SOLVED 
 
				int glNumOfAreas = 6;
 string[] gvEnemies = { "brute", "grunt" }
 
 //---------------------------------------------------------------------
 
 // This chooses what enemy to pick
 string ChoseEnemy()
 {
 int lIndex = RandInt(0, 1);
 
 return gvEnemies[lIndex];
 }
 
 // This inits an enemy
 void InitEnemies()
 {
 // General setup
 SetEntityActive("servant_ChoseEnemy()_*, false);
 SetEnemyDisabled("servant_ChoseEnemy()_*, false);
 ClearEnemyPatrolNodes("servant_ChoseEnemy()_*);
 
 ////////////////
 // Different pathnodes
 // 1
 if(RandInt(0,1)==1)    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,7), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_80", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_83", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_78", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_41", RandFloat(1,2), "");
 else            AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_3", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_1", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_4", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_5", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_14", RandFloat(1,1), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_17", RandFloat(1,1), "");
 
 //////////////////////////
 // 2
 if(RandInt(0,1)==1)    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_78", RandFloat(1,7), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_8", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_14", RandFloat(1,2), "");
 else            AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_85", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_88", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_56", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_57", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_55", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_59", RandFloat(1,1), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_64", RandFloat(1,1), "");
 
 //////////////////////////
 // 3
 AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_59", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_55", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_57", RandFloat(1,2), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_88", RandFloat(1,1), "");
 
 //////////////////////////
 // 4
 if(RandInt(0,1)==1)    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_71", RandFloat(1,7), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_74", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_30", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_34", RandFloat(1,3), "");
 else            AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_65", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_64", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_59", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_55", RandFloat(1,3), "");
 
 //////////////////////////
 // 5
 if(RandInt(0,1)==1)    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_17", RandFloat(1,7), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_14", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_8", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_5", RandFloat(1,3), "");
 else            AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_24", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_27", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_30", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_74", RandFloat(1,3), "");
 
 //////////////////////////
 // 6
 AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_43", RandFloat(1,2), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_41", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_78", RandFloat(1,2), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_83", RandFloat(1,1), "");
 }
 
 // Helper to reset all enemy event related stuff
 void ResetEnemyEvent()
 {
 SetLocalVarInt("EnemyEventActive", 0); //Clear that any enemy event is in progress!
 
 RemoveTimer("EnemyEventStart"); //In case the timer has ended yet.
 }
 
 //---------------------------------------------------------------------
 
 void EnemyDisabled(string &in asEnemy, string &in asType)
 {
 ResetEnemyEvent();
 
 AddDebugMessage("Disabled Enemy: "+ asEnemy, false);
 }
 
 //---------------------------------------------------------------------
 
 void CollideEnemyEvent(string &in asParent, string &in asChild, int alState)
 {
 /////////////////////////
 //Check if OK to start event
 
 //There can only be one enemy event triggered at any time!
 if(GetLocalVarInt("EnemyEventActive")==1) return;
 SetLocalVarInt("EnemyEventActive",1);
 
 //Get index of area (and the enemy)
 int lIdx = GetLocalVarInt(asChild+"_Idx");
 SetLocalVarInt("EnemyEvent_Idx",lIdx);
 
 /////////////////////////
 //Start up event
 
 //Area only triggered once!
 SetEntityActive(asChild, false);
 
 //Use timer so it enconter feels more random
 AddTimer("EnemyEventStart", RandFloat(0.5, 3.5), "TimerEnemyEventStart");
 
 //Setup checkpoint
 string sCheckPointStartPos = "PlayerStartArea_"+RandInt(2,4);
 
 CheckPoint("checkpoint", sCheckPointStartPos, "CheckPointEnemy", "Hints", "Regular");
 }
 
 //Used a delay start of enemy to make it feel more random.
 void TimerBruteEventStart(string &in asTimer)
 {
 int lIdx = GetLocalVarInt("EnemyEvent_Idx");
 
 SetEntityActive("servant_ChoseEnemy()_"+lIdx, true);
 
 AddDebugMessage("Started enemy event: "+ "servant_ChoseEnemy()_"+lIdx, false);
 }
 
 //---------------------------------------------------------------------
 
 void CheckPointEnemy(string &in asName, int alCount)
 {
 ResetEnemyEvent();
 
 InitEnemies(); //Reset all enemy paths
 
 //Enable a random area
 int lIdx = RandInt(1, glNumOfAreas);
 SetEntityActive("Area_Event_"+lIdx, true);
 
 AddDebugMessage("Checkpoint activated Random Area: "+lIdx, false);
 }
 
 ////////////////////////////
 // Run first time starting map
 void OnStart()
 {
 SetMapDisplayNameEntry("SewerSouth");
 
 //Enemies
 for(int i=1; i<=glNumOfAreas; ++i)
 {
 AddEntityCollideCallback("Player", "Area_Event_"+i, "CollideEnemyEvent", false, 1);
 SetLocalVarInt("Area_Event_"+i+"_Idx", i);
 
 }
 }
Appearntly theres a unexpected end of file or so, and I am really bad at locating those. Would you guys help me a little?
			 
				
(This post was last modified: 02-19-2014, 03:34 PM by Neelke.)
 |  |  
	| 02-19-2014, 10:24 AM |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
 | 
			| RE: Script help (complex script) 
 
				I think you forgot some brackets at the InitEnemies function at the If-Else statements. Notepad++ is not helping here.
			 
 "Veni, vidi, vici.""I came, I saw, I conquered."
 |  |  
	| 02-19-2014, 12:41 PM |  |  
	
		| Traggey   is mildly amused
 
 Posts: 3,257
 Threads: 74
 Joined: Feb 2012
 Reputation: 
185
 | 
			| RE: Script help (complex script) 
 
				Wrong forum, moved to development support.
			 |  |  
	| 02-19-2014, 12:42 PM |  |  
	
		| Mudbill   Muderator
 
 Posts: 3,881
 Threads: 59
 Joined: Apr 2013
 Reputation: 
179
 | 
			| RE: Script help (complex script) 
 
				Yes, as JustAnotherPlayer said, the curly braces are missing in your if-statements. There might be something else wrong here but I do not want to dedicate time to analyse the script if this is the only problem. Fix it, then if it's still not working I can take a closer look. 
If-statements do not need the curly braces if you only have 1 function following it, but as soon as you have multiple, you'll need to add the block to surround those. You might already know this but forgot.
 
Example:
 if(a == b) {RunScript();
 RunAnotherScript();
 }
 |  |  
	| 02-19-2014, 01:08 PM |  |  
	
		| Daemian   Posting Freak
 
 Posts: 1,129
 Threads: 42
 Joined: Dec 2012
 Reputation: 
49
 | 
			| RE: Script help (complex script) 
 
				Also check this SetEntityActive("servant_ChoseEnemy()_*, false); 
Try with this instead:
 SetEntityActive("servant_" + ChoseEnemy(), false); 
 |  |  
	| 02-19-2014, 03:18 PM |  |  
	
		| Neelke   Senior Member
 
 Posts: 668
 Threads: 82
 Joined: Apr 2013
 Reputation: 
26
 | 
			| RE: Script help (complex script) 
 
				Alright, I fixed it. Turned it to be a quite small detail. int glNumOfAreas = 6;
 string[] gvEnemies = { "brute", "grunt" };
 
 //---------------------------------------------------------------------
 
 // This chooses what enemy to pick
 string ChoseEnemy()
 {
 int lIndex = RandInt(0, 1);
 
 return gvEnemies[lIndex];
 };
 
 // This inits an enemy
 void InitEnemies()
 {
 // General setup
 SetEntityActive("servant_ChoseEnemy()_*", false);
 SetEnemyDisabled("servant_ChoseEnemy()_*", false);
 ClearEnemyPatrolNodes("servant_ChoseEnemy()_*");
 
 ////////////////
 // Different pathnodes
 // 1
 if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,7), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_80", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_83", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_78", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_41", RandFloat(1,2), "");
 }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_3", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_1", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_4", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_5", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_14", RandFloat(1,1), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_17", RandFloat(1,1), "");
 }
 
 //////////////////////////
 // 2
 if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_78", RandFloat(1,7), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_8", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_14", RandFloat(1,2), "");
 }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_85", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_88", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_56", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_57", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_55", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_59", RandFloat(1,1), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_64", RandFloat(1,1), "");
 }
 
 //////////////////////////
 // 3
 AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_59", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_55", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_57", RandFloat(1,2), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_88", RandFloat(1,1), "");
 
 //////////////////////////
 // 4
 if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_71", RandFloat(1,7), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_74", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_30", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_34", RandFloat(1,3), "");
 }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_65", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_64", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_59", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_55", RandFloat(1,3), "");
 }
 
 //////////////////////////
 // 5
 if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_17", RandFloat(1,7), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_14", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_8", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_5", RandFloat(1,3), "");
 }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_24", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_27", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_30", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_74", RandFloat(1,3), "");
 }
 
 //////////////////////////
 // 6
 AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_43", RandFloat(1,2), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_41", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_78", RandFloat(1,2), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_83", RandFloat(1,1), "");
 }
Added a few missing ; { and }. Dont know why a few of these were necessary.
			
				
(This post was last modified: 02-19-2014, 03:33 PM by Neelke.)
 |  |  
	| 02-19-2014, 03:33 PM |  |  
	
		| Mudbill   Muderator
 
 Posts: 3,881
 Threads: 59
 Joined: Apr 2013
 Reputation: 
179
 | 
			| RE: Script help (complex script) SOLVED 
 
				Well, it is part of the syntax. I would've expected someone using complex code like this to know the syntax. Did you not write this code yourself perhaps?
			 
 |  |  
	| 02-19-2014, 03:59 PM |  |  
	
		| Neelke   Senior Member
 
 Posts: 668
 Threads: 82
 Joined: Apr 2013
 Reputation: 
26
 | 
			| RE: Script help (complex script) SOLVED 
 
				I knew why these ; were necessary. I don't undestand why the {  } were needed. // 1if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,7), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_80", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_83", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_78", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_41", RandFloat(1,2), "");
 }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_3", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_1", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_4", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_5", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_8", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_14", RandFloat(1,1), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_1", "PathNodeArea_17", RandFloat(1,1), "");
 }
 
 //////////////////////////
 // 2
 if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_78", RandFloat(1,7), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_83", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_8", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_14", RandFloat(1,2), "");
 }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_85", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_88", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_56", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_57", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_55", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_59", RandFloat(1,1), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_2", "PathNodeArea_64", RandFloat(1,1), "");
 }
 
 //////////////////////////
 // 3
 AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_59", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_55", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_57", RandFloat(1,2), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_3", "PathNodeArea_88", RandFloat(1,1), "");
 
 //////////////////////////
 // 4
 if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_71", RandFloat(1,7), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_74", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_30", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_34", RandFloat(1,3), "");
 }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_65", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_64", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_59", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_4", "PathNodeArea_55", RandFloat(1,3), "");
 }
 
 //////////////////////////
 // 5
 if(RandInt(0,1)==1){    AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_17", RandFloat(1,7), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_14", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_8", RandFloat(1,5), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_5", RandFloat(1,3), "");
 }else{            AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_24", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_27", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_30", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_5", "PathNodeArea_74", RandFloat(1,3), "");
 }
 
 //////////////////////////
 // 6
 AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_43", RandFloat(1,2), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_41", RandFloat(1,3), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_78", RandFloat(1,2), "");
 AddEnemyPatrolNode("servant_ChoseEnemy()_6", "PathNodeArea_83", RandFloat(1,1), "");
I expected it to be fine without those here. And I wrote most of this, but I used other hps files as guides.
			
				
(This post was last modified: 02-19-2014, 04:48 PM by Neelke.)
 |  |  
	| 02-19-2014, 04:47 PM |  |  
	
		| Mudbill   Muderator
 
 Posts: 3,881
 Threads: 59
 Joined: Apr 2013
 Reputation: 
179
 | 
			| RE: Script help (complex script) SOLVED 
 
				Ah, well as I explained in my example before, the if-statement only executes the first thing coming after it. If the first thing is a block however, it will run everything within that block. Without the block, the script will only test the first line with the if-statement, but accept all the others regardless.
			 
 |  |  
	| 02-19-2014, 06:16 PM |  |  |