CQBgamer
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Expected "("
I'm making a event that uses mostly timers to run and when I try and start the game I get this message
Quote: main (50,1) : INFO : Compiling void Father_Flashback_Script(string&in,string&in, int) main(55,34) :ERR : Expected '('
Here is my script
Spoiler below!
void OnStart()
{
TeleportPlayer("Intro_0");
FadeOut(0);
SetPlayerActive(false);
SetSanityDrainDisabled(true);
ShowPlayerCrossHairIcons(false);
AddTimer("fadein", 3, "TimerIntroOutro");
AddTimer("Father_Insane", 3, "Father_Insane_Flashback");
PlayMusic("OFortuna2.ogg", false, 1.0, 0, 1, true);
SetEntityConnectionStateChangeCallback("Secret_Door_Lever01", "func_shelf");
AddUseItemCallback("", "hall_key", "spawn_to_hall", "Open_hall", true);
AddEntityCollideCallback("Player", "Father_Flashback", "Father_Flashback_Script", true, 1);
}
void TimerIntroOutro(string &in asTimer)
{
if(GetLocalVarInt("Intro") < 3) {
if(asTimer == "fadein") {
TeleportPlayer("Intro_" + GetLocalVarInt("Intro"));
FadeIn(1);
AddTimer("fadeout", 3, "TimerIntroOutro");
}
if(asTimer == "fadeout") {
FadeOut(1);
AddTimer("fadein", 1, "TimerIntroOutro");
AddLocalVarInt("Intro", 1);
}
}
else
{
TeleportPlayer("Spawn");
FadeIn(2);
SetPlayerActive(true);
SetSanityDrainDisabled(false);
ShowPlayerCrossHairIcons(true);
StopMusic(5, 1);
SetPlayerLampOil(0.0);
}
}
void Open_hall (string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("spawn_to_hall", false,true);
}
void Father_Flashback_Script(string &in asParent, string &in asChild, int alState)
{
SetPlayerActive(false);
ShowPlayerCrossHairIcons(false);
FadeOut(3);
Father_Insane_Flashback(string &in asTimer) // Line 55 //
{
SetEntityActive(candlestick_wall_8, false);
SetEntityActive(candlestick_wall_7, false);
SetEntityActive(normal_portrait, false);
SetEntityActive(insane_portrait, true);
SetEntityActive(insane_candle01, true);
SetEntityActive(insane_candle02), true)
AddTimer("Father_Flashback_Scare", 3, "Father_Insane");
if(asTimer== "Father_Flashback_Scare")
{
FadeIn(0)
PlaySoundAtEntity("", "24_iron_maiden.snt", "insane_portrait", 0, false);
AddTimer("Father_Flashback_Reactive",0.01, "Father_Insane");
}
if(asTimer== "Father_Flashback_Reactive")
{
SetPlayerActive(true)
ShowPlayerCrossHairIcons(true)
}
}
}
07-15-2014, 03:53 PM
Neelke
Senior Member
Posts: 668
Threads: 82
Joined: Apr 2013
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26
RE: Expected "("
Found alot of problems here. Firstly the Father_Insane_Flashback doesnt have a void. This is how its supposed to be.
void Father_Insane_Flashback(string &in asTimer)
The SetEntityActive in the same timer had no " and a few didnt have a ; either.
SetEntityActive("candlestick_wall_8", false);
SetEntityActive("candlestick_wall_7", false);
SetEntityActive("normal_portrait", false);
SetEntityActive("insane_portrait", true);
SetEntityActive("insane_candle01", true);
SetEntityActive("insane_candle02"), true);
In the timer called Father_Flashback_Reactive has SetPlayerActive and ShowPlayerCrossHairIcons in there, but without ; again.
SetPlayerActive(true);
ShowPlayerCrossHairIcons(true);
The FadeIn script in the Father_Flashback_Scare got no ; either.
So, the whole script looks like this:
void OnStart()
{
TeleportPlayer("Intro_0");
FadeOut(0);
SetPlayerActive(false);
SetSanityDrainDisabled(true);
ShowPlayerCrossHairIcons(false);
AddTimer("fadein", 3, "TimerIntroOutro");
AddTimer("Father_Insane", 3, "Father_Insane_Flashback");
PlayMusic("OFortuna2.ogg", false, 1.0, 0, 1, true);
SetEntityConnectionStateChangeCallback("Secret_Door_Lever01", "func_shelf");
AddUseItemCallback("", "hall_key", "spawn_to_hall", "Open_hall", true);
AddEntityCollideCallback("Player", "Father_Flashback", "Father_Flashback_Script", true, 1);
}
void TimerIntroOutro(string &in asTimer)
{
if(GetLocalVarInt("Intro") < 3) {
if(asTimer == "fadein") {
TeleportPlayer("Intro_" + GetLocalVarInt("Intro"));
FadeIn(1);
AddTimer("fadeout", 3, "TimerIntroOutro");
}
if(asTimer == "fadeout") {
FadeOut(1);
AddTimer("fadein", 1, "TimerIntroOutro");
AddLocalVarInt("Intro", 1);
}
}
else
{
TeleportPlayer("Spawn");
FadeIn(2);
SetPlayerActive(true);
SetSanityDrainDisabled(false);
ShowPlayerCrossHairIcons(true);
StopMusic(5, 1);
SetPlayerLampOil(0.0);
}
}
void Open_hall (string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("spawn_to_hall", false,true);
}
void Father_Flashback_Script(string &in asParent, string &in asChild, int alState)
{
SetPlayerActive(false);
ShowPlayerCrossHairIcons(false);
FadeOut(3);
}
void Father_Insane_Flashback(string &in asTimer) // Line 55 //
{
SetEntityActive("candlestick_wall_8", false);
SetEntityActive("candlestick_wall_7", false);
SetEntityActive("normal_portrait", false);
SetEntityActive("insane_portrait", true);
SetEntityActive("insane_candle01", true);
SetEntityActive("insane_candle02"), true);
AddTimer("Father_Flashback_Scare", 3, "Father_Insane");
if(asTimer== "Father_Flashback_Scare")
{
FadeIn(0);
PlaySoundAtEntity("", "24_iron_maiden.snt", "insane_portrait", 0, false);
AddTimer("Father_Flashback_Reactive",0.01, "Father_Insane");
}
if(asTimer== "Father_Flashback_Reactive")
{
SetPlayerActive(true);
ShowPlayerCrossHairIcons(true);
}
}
Other than those issues I brought up, I can't see anything else thats wrong.
Derp.
07-15-2014, 04:04 PM
Artsy
Member
Posts: 213
Threads: 10
Joined: Feb 2014
Reputation:
9
RE: Expected "("
I'm not really sure, but I noticed something.
SetPlayerActive(true);
ShowPlayerCrossHairIcons(true);
07-15-2014, 04:05 PM
CQBgamer
Junior Member
Posts: 40
Threads: 8
Joined: Jul 2014
Reputation:
0
RE: Expected "("
(07-15-2014, 04:04 PM) Neelke Wrote: Found alot of problems here. Firstly the Father_Insane_Flashback doesnt have a void. This is how its supposed to be.
void Father_Insane_Flashback(string &in asTimer)
The SetEntityActive in the same timer had no " and a few didnt have a ; either.
SetEntityActive("candlestick_wall_8", false);
SetEntityActive("candlestick_wall_7", false);
SetEntityActive("normal_portrait", false);
SetEntityActive("insane_portrait", true);
SetEntityActive("insane_candle01", true);
SetEntityActive("insane_candle02"), true);
In the timer called Father_Flashback_Reactive has SetPlayerActive and ShowPlayerCrossHairIcons in there, but without ; again.
SetPlayerActive(true);
ShowPlayerCrossHairIcons(true);
The FadeIn script in the Father_Flashback_Scare got no ; either.
So, the whole script looks like this:
void OnStart()
{
TeleportPlayer("Intro_0");
FadeOut(0);
SetPlayerActive(false);
SetSanityDrainDisabled(true);
ShowPlayerCrossHairIcons(false);
AddTimer("fadein", 3, "TimerIntroOutro");
AddTimer("Father_Insane", 3, "Father_Insane_Flashback");
PlayMusic("OFortuna2.ogg", false, 1.0, 0, 1, true);
SetEntityConnectionStateChangeCallback("Secret_Door_Lever01", "func_shelf");
AddUseItemCallback("", "hall_key", "spawn_to_hall", "Open_hall", true);
AddEntityCollideCallback("Player", "Father_Flashback", "Father_Flashback_Script", true, 1);
}
void TimerIntroOutro(string &in asTimer)
{
if(GetLocalVarInt("Intro") < 3) {
if(asTimer == "fadein") {
TeleportPlayer("Intro_" + GetLocalVarInt("Intro"));
FadeIn(1);
AddTimer("fadeout", 3, "TimerIntroOutro");
}
if(asTimer == "fadeout") {
FadeOut(1);
AddTimer("fadein", 1, "TimerIntroOutro");
AddLocalVarInt("Intro", 1);
}
}
else
{
TeleportPlayer("Spawn");
FadeIn(2);
SetPlayerActive(true);
SetSanityDrainDisabled(false);
ShowPlayerCrossHairIcons(true);
StopMusic(5, 1);
SetPlayerLampOil(0.0);
}
}
void Open_hall (string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("spawn_to_hall", false,true);
}
void Father_Flashback_Script(string &in asParent, string &in asChild, int alState)
{
SetPlayerActive(false);
ShowPlayerCrossHairIcons(false);
FadeOut(3);
}
void Father_Insane_Flashback(string &in asTimer) // Line 55 //
{
SetEntityActive("candlestick_wall_8", false);
SetEntityActive("candlestick_wall_7", false);
SetEntityActive("normal_portrait", false);
SetEntityActive("insane_portrait", true);
SetEntityActive("insane_candle01", true);
SetEntityActive("insane_candle02"), true);
AddTimer("Father_Flashback_Scare", 3, "Father_Insane");
if(asTimer== "Father_Flashback_Scare")
{
FadeIn(0);
PlaySoundAtEntity("", "24_iron_maiden.snt", "insane_portrait", 0, false);
AddTimer("Father_Flashback_Reactive",0.01, "Father_Insane");
}
if(asTimer== "Father_Flashback_Reactive")
{
SetPlayerActive(true);
ShowPlayerCrossHairIcons(true);
}
}
Other than those issues I brought up, I can't see anything else thats wrong.
Fixed the issues you mentioned now the error is
Quote: (65,39) : ERR: Expected ';'
Ok, I figured out the problem but now all the events have occured when the game starts. The entity "Insane_portrait" which is supposed to be activated along with the "Insane_candles" are already activated. The fadeout occurs when I enter the script area but the fade in never occurs.
(This post was last modified: 07-15-2014, 04:16 PM by CQBgamer .)
07-15-2014, 04:11 PM
CQBgamer
Junior Member
Posts: 40
Threads: 8
Joined: Jul 2014
Reputation:
0
RE: Expected "("
Any ideas why they are already active before I enter the script area? Im not too good with timers so it might be that.
I cant start the CS now. I get the same error. There is nothing at the line it mentions (which is now 58,36) I dont understand why it would expect a '(' there isnt anything there that would require it that doesnt have it. Here is the updated script:
Spoiler below!
void OnStart()
{
AddEntityCollideCallback("Player", "Father_Flashback", "Father_Flashback_Script", true, 1);
TeleportPlayer("Intro_0");
FadeOut(0);
SetPlayerActive(false);
SetSanityDrainDisabled(true);
ShowPlayerCrossHairIcons(false);
AddTimer("fadein", 3, "TimerIntroOutro");
AddTimer("Father_Insane", 3, "Father_Insane_Flashback");
PlayMusic("OFortuna2.ogg", false, 1.0, 0, 1, true);
SetEntityConnectionStateChangeCallback("Secret_Door_Lever01", "func_shelf");
AddUseItemCallback("", "hall_key", "spawn_to_hall", "Open_hall", true);
}
void TimerIntroOutro(string &in asTimer)
{
if(GetLocalVarInt("Intro") < 3) {
if(asTimer == "fadein") {
TeleportPlayer("Intro_" + GetLocalVarInt("Intro"));
FadeIn(1);
AddTimer("fadeout", 3, "TimerIntroOutro");
}
if(asTimer == "fadeout") {
FadeOut(1);
AddTimer("fadein", 1, "TimerIntroOutro");
AddLocalVarInt("Intro", 1);
}
}
else
{
TeleportPlayer("Spawn");
FadeIn(2);
SetPlayerActive(true);
SetSanityDrainDisabled(false);
ShowPlayerCrossHairIcons(true);
StopMusic(5, 1);
SetPlayerLampOil(0.0);
}
}
void Open_hall (string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("spawn_to_hall", false,true);
}
void Father_Flashback_Script(string &in asParent, string &in asChild, int alState)
{
SetPlayerActive(false);
ShowPlayerCrossHairIcons(false);
FadeOut(3);
Father_Insane_Flashback(string &in asTimer) // This is line 58, the one causing a fatal error //
{
SetEntityActive("candlestick_wall_8", false);
SetEntityActive("candlestick_wall_7", false);
SetEntityActive("normal_portrait", false);
SetEntityActive("insane_portrait", true);
SetEntityActive("insane_candle01", true);
SetEntityActive("insane_candle02", true);
AddTimer("Father_Flashback_Scare", 3, "Father_Insane");
if(asTimer== "Father_Flashback_Scare")
{
FadeIn(0);
PlaySoundAtEntity("", "24_iron_maiden.snt", "insane_portrait", 0, false);
AddTimer("Father_Flashback_Reactive",0.01, "Father_Insane");
}
if(asTimer== "Father_Flashback_Reactive")
{
SetPlayerActive(true);
ShowPlayerCrossHairIcons(true);
}
}
}
I can provide a download of the CS files if you need it to fix this issue or the issue with the entities activating before entering the script area.
(This post was last modified: 07-16-2014, 03:27 AM by CQBgamer .)
07-16-2014, 02:56 AM
PutraenusAlivius
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RE: Expected "("
Father_Insane_Flashback ( string & in asTimer )
What is that? A callback? A function?
"Veni, vidi, vici."
"I came, I saw, I conquered."
07-16-2014, 05:32 AM
Neelke
Senior Member
Posts: 668
Threads: 82
Joined: Apr 2013
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26
RE: Expected "("
Why did you delete the void from the Father_Insane_Flashback?
void Father_Insane_Flashback(string &in asTimer)
Thats how I fixed it for you, but appearntly you changed it again.
Derp.
07-16-2014, 10:02 AM
FalconLoverxxxxxx
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RE: Expected "("
NEVERMIND
07-16-2014, 03:39 PM