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		| Neelke   Senior Member
 
 Posts: 668
 Threads: 82
 Joined: Apr 2013
 Reputation: 
26
 | 
			| 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 |  |  
	
		| Mudbill   Muderator
 
 Posts: 3,881
 Threads: 59
 Joined: Apr 2013
 Reputation: 
179
 | 
			| RE: Script help. Again. 
 
				Missing a quote by line 39: if(GetLocalVarInt("Step)==12)
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	| 03-07-2014, 10:52 PM |  |  
	
		| Neelke   Senior Member
 
 Posts: 668
 Threads: 82
 Joined: Apr 2013
 Reputation: 
26
 | 
			| RE: Script help. Again. 
 
				Oh, you gotta be kidding me. Thanks Mudbill.
			 |  |  
	| 03-07-2014, 11:03 PM |  |  
	
		| Slanderous   Posting Freak
 
 Posts: 1,606
 Threads: 78
 Joined: Dec 2012
 Reputation: 
63
 | 
			| RE: Script help. Again. 
 
				Mudbill saves another mortal... again    |  |  
	| 03-07-2014, 11:08 PM |  |  
	
		| Mudbill   Muderator
 
 Posts: 3,881
 Threads: 59
 Joined: Apr 2013
 Reputation: 
179
 | 
			| RE: Script help. Again. 
 
				Haha xD
			 
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	| 03-07-2014, 11:10 PM |  |  
	
		| Putmalk   Senior Member
 
 Posts: 290
 Threads: 13
 Joined: Apr 2012
 Reputation: 
15
 | 
			| 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 |  |  
	
		| Neelke   Senior Member
 
 Posts: 668
 Threads: 82
 Joined: Apr 2013
 Reputation: 
26
 | 
			| 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 |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
 | 
			| 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 |  |  
	
		| Neelke   Senior Member
 
 Posts: 668
 Threads: 82
 Joined: Apr 2013
 Reputation: 
26
 | 
			| 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 |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
 | 
			| 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 |  |  |