Neelke 
 
 
		
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Script help. Again. 
			 
			
				Man, so painful. When you make a 1000 lines long script and then get unexpected end of file. 30 minutes later, it then changed the error message to Expected ) or , 
I still don't know. I'm not entirely sure where to put it. But according to the game, it's in this.
 void SetLightVisibleOutside(bool abLit) 
{ 
    if(abLit == false) 
    { 
        SetLampLit("candle_floor_4", abLit, false); 
        SetLampLit("torch_static01_1", abLit, false); 
         
        FadeLightTo("PointLight_10", 0.0f, 0.0f, 0.0f, 0.0f, 4.5f, 0.0f); 
        FadeLightTo("SpotLight_3", 0.0f, 0.0f, 0.0f, 0.0f, 8.0f, 0.0f); 
        FadeLightTo("PointLight_3", 0.0f, 0.0f, 0.0f, 0.0f, 3.0f, 0.0f); 
    } 
    else 
    { 
        SetLampLit("candle_floor_4", true, false); 
         
        FadeLightTo("PointLight_10", 0.28f, 0.13f, 0.0f, 0.0f, 4.5f, 0.0f); 
        FadeLightTo("SpotLight_3", 0.3f, 0.2f, 0.0f, 1.0f, 8.0f, 0.0f); 
         
        if(GetLocalVarInt("TorchLit")==1) 
        { 
            SetLampLit("torch_static01_1", true, false); 
        } 
    } 
} 
 
//If this torch was never lit, we don't want to be lit unintentionally 
void LitVisibleTorch(string &in asEntity, string &in asType) 
{ 
    SetLocalVarInt("TorchLit", 1); 
} 
 
//This is the brute walking towards the ritual prisoner room 
void DoBruteStep() 
{ 
    AddLocalVarInt("Step", 1); 
     
    PlaySoundAtEntity("bwalk", "metal_walk.snt", "AreaStep_"+GetLocalVarInt("Step")+", 0.0f, false); 
     
    if(GetLocalVarInt("Step)==12) ResumeEventTimer("TimerRitualVision", 0.1f); 
                                  return; 
     
    AddTimer("loopstep", RandFloat(1.0f, 2.0f), "TimerLoopBruteStep"); //So it feels more random 
} 
 
void TimerLoopBruteStep(string &in asTimer) 
{ 
    DoBruteStep(); 
} 
 
//Resumes an event timer after a step is over 
void ResumeEventTimer(string &in asTimer, float afTime) 
{ 
    AddTimer(asTimer, afTime, asTimer); 
}
 
Give me a hand, please?
			  
			
			
			
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	| 03-07-2014, 10:06 PM  | 
	
		
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		Mudbill 
 
 
		
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RE: Script help. Again. 
			 
			
				Missing a quote by line 39: 
if(GetLocalVarInt("Step)==12)
  
			 
			
			
 
			
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	| 03-07-2014, 10:52 PM  | 
	
		
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		Neelke 
 
 
		
			Senior Member 
			
			
			
 
			
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RE: Script help. Again. 
			 
			
				Oh, you gotta be kidding me. Thanks Mudbill.
			 
			
			
			
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	| 03-07-2014, 11:03 PM  | 
	
		
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		Slanderous 
 
 
		
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RE: Script help. Again. 
			 
			
				Mudbill saves another mortal... again   
			 
			
			
			
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	| 03-07-2014, 11:08 PM  | 
	
		
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		Mudbill 
 
 
		
			Muderator 
			
			
			
 
			
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RE: Script help. Again. 
			 
			
				Haha xD
			 
			
			
 
			
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	| 03-07-2014, 11:10 PM  | 
	
		
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		Putmalk 
 
 
		
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RE: Script help. Again. 
			 
			
				Might I recommend testing periodically to avoid an issue? Much easier to debug 20 lines of code then 400
			 
			
			
 
			
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	| 03-08-2014, 12:19 AM  | 
	
		
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		Neelke 
 
 
		
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RE: Script help. Again. 
			 
			
				Well, before I got the unexpected end thing, my script was like 700 lines long and it worked then. Then I added this cutscene and this happened. Besides, it's still not entirely working, there's something else that is wrong. And I'm fully certain that the issue is somewhere here. 
I changed it a little bit
 //During ritual cutscene, the lights outside needs to be unlit (if lit) 
void SetLightVisibleOutside(bool abLit) 
{ 
    if(abLit == false) 
    { 
        SetLampLit("candle_floor_4", abLit, false); 
        SetLampLit("torch_static01_1", abLit, false); 
         
        FadeLightTo("PointLight_10", 0.0f, 0.0f, 0.0f, 0.0f, 4.5f, 0.0f); 
        FadeLightTo("SpotLight_3", 0.0f, 0.0f, 0.0f, 0.0f, 8.0f, 0.0f); 
        FadeLightTo("PointLight_3", 0.0f, 0.0f, 0.0f, 0.0f, 3.0f, 0.0f); 
    } 
    else 
    { 
        SetLampLit("candle_floor_4", true, false); 
         
        FadeLightTo("PointLight_10", 0.28f, 0.13f, 0.0f, 0.0f, 4.5f, 0.0f); 
        FadeLightTo("SpotLight_3", 0.3f, 0.2f, 0.0f, 1.0f, 8.0f, 0.0f); 
         
        if(GetLocalVarInt("TorchLit")==1) 
        { 
            SetLampLit("torch_static01_1", true, false); 
        } 
    } 
} 
 
//If this torch was never lit, we don't want to be lit unintentionally 
void LitVisibleTorch(string &in asEntity, string &in asType) 
{ 
    SetLocalVarInt("TorchLit", 1); 
} 
 
//This is the brute walking towards the ritual prisoner room 
void DoBruteStep() 
{ 
    AddLocalVarInt("Step", 1); 
     
    PlaySoundAtEntity("bwalk", "metal_walk.snt", "AreaStep_"+GetLocalVarInt("Step")+", 0.0f, false); 
     
    if(GetLocalVarInt("Step")==12) 
    {     
        ResumeEventTimer("TimerRitualVision", 0.1f); 
        return; 
    } 
     
    AddTimer("loopstep", RandFloat(1.0f, 2.0f), "TimerLoopBruteStep"); //So it feels more random 
} 
 
void TimerLoopBruteStep(string &in asTimer) 
{ 
    DoBruteStep(); 
} 
 
//Resumes an event timer after a step is over 
void ResumeEventTimer(string &in asTimer, float afTime) 
{ 
    AddTimer(asTimer, afTime, asTimer); 
}
  
			 
			
			
			
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	| 03-08-2014, 11:07 AM  | 
	
		
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		PutraenusAlivius 
 
 
		
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RE: Script help. Again. 
			 
			
				 (03-08-2014, 11:07 AM)Neelke Wrote:  Well, before I got the unexpected end thing, my script was like 700 lines long and it worked then. Then I added this cutscene and this happened. Besides, it's still not entirely working, there's something else that is wrong. And I'm fully certain that the issue is somewhere here. 
 
I changed it a little bit 
 
//During ritual cutscene, the lights outside needs to be unlit (if lit) 
void SetLightVisibleOutside(bool abLit) 
{ 
    if(abLit == false) 
    { 
        SetLampLit("candle_floor_4", abLit, false); 
        SetLampLit("torch_static01_1", abLit, false); 
         
        FadeLightTo("PointLight_10", 0.0f, 0.0f, 0.0f, 0.0f, 4.5f, 0.0f); 
        FadeLightTo("SpotLight_3", 0.0f, 0.0f, 0.0f, 0.0f, 8.0f, 0.0f); 
        FadeLightTo("PointLight_3", 0.0f, 0.0f, 0.0f, 0.0f, 3.0f, 0.0f); 
    } 
    else 
    { 
        SetLampLit("candle_floor_4", true, false); 
         
        FadeLightTo("PointLight_10", 0.28f, 0.13f, 0.0f, 0.0f, 4.5f, 0.0f); 
        FadeLightTo("SpotLight_3", 0.3f, 0.2f, 0.0f, 1.0f, 8.0f, 0.0f); 
         
        if(GetLocalVarInt("TorchLit")==1) 
        { 
            SetLampLit("torch_static01_1", true, false); 
        } 
    } 
} 
 
//If this torch was never lit, we don't want to be lit unintentionally 
void LitVisibleTorch(string &in asEntity, string &in asType) 
{ 
    SetLocalVarInt("TorchLit", 1); 
} 
 
//This is the brute walking towards the ritual prisoner room 
void DoBruteStep() 
{ 
    AddLocalVarInt("Step", 1); 
     
    PlaySoundAtEntity("bwalk", "metal_walk.snt", "AreaStep_"+GetLocalVarInt("Step")[b]+"[/b], 0.0f, false); 
     
    if(GetLocalVarInt("Step")==12) 
    {     
        ResumeEventTimer("TimerRitualVision", 0.1f); 
        return; 
    } 
     
    AddTimer("loopstep", RandFloat(1.0f, 2.0f), "TimerLoopBruteStep"); //So it feels more random 
} 
 
void TimerLoopBruteStep(string &in asTimer) 
{ 
    DoBruteStep(); 
} 
 
//Resumes an event timer after a step is over 
void ResumeEventTimer(string &in asTimer, float afTime) 
{ 
    AddTimer(asTimer, afTime, asTimer); 
}
  
Pretty sure that it shouldn't be there. Delete it. (Marked it with bold)
			  
			
			
 
"Veni, vidi, vici." 
"I came, I saw, I conquered." 
			
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	| 03-08-2014, 11:11 AM  | 
	
		
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		Neelke 
 
 
		
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RE: Script help. Again. 
			 
			
			
			
			
				
(This post was last modified: 03-08-2014, 11:26 AM by Neelke.)
 
				
			 
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	| 03-08-2014, 11:26 AM  | 
	
		
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		PutraenusAlivius 
 
 
		
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RE: Script help. Again. 
			 
			
				 (03-08-2014, 11:26 AM)Neelke Wrote:  http://www.youtube.com/watch?v=usfiAsWR4qU 
"No problem random citizen,  JustAnotherPlayer SomethingRidiculous to the rescue!"
			  
			
			
 
"Veni, vidi, vici." 
"I came, I saw, I conquered." 
			
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	| 03-08-2014, 11:29 AM  | 
	
		
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