Neelke
Senior Member
Posts: 668
Threads: 82
Joined: Apr 2013
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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
Muderator
Posts: 3,881
Threads: 59
Joined: Apr 2013
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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
Posts: 668
Threads: 82
Joined: Apr 2013
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26
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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
Posting Freak
Posts: 1,606
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63
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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
Posts: 3,881
Threads: 59
Joined: Apr 2013
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179
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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
Senior Member
Posts: 290
Threads: 13
Joined: Apr 2012
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15
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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
Senior Member
Posts: 668
Threads: 82
Joined: Apr 2013
Reputation:
26
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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
Posting Freak
Posts: 4,713
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119
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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
Senior Member
Posts: 668
Threads: 82
Joined: Apr 2013
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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
Posting Freak
Posts: 4,713
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Joined: Dec 2012
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119
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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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