theodorg 
			Junior Member0  
	
		
			
RE: Amnesia script help 
 
				 (08-26-2014, 06:16 PM) FlawlessHappiness Wrote:  
So it can be anything. If not can it make the script crash as its doing now?
			
 
			
			
			
		 
 
 
	08-26-2014, 06:17 PM  
		
	 
 
	
		FlawlessHappiness 
			Posting Freak171  
	
		
			
RE: Amnesia script help 
 
				No.
			
			
Trying is the first step to success.
			
		 
 
 
	08-26-2014, 06:37 PM  
		
	 
 
	
		theodorg 
			Junior Member0  
	
		
			
RE: Amnesia script help 
 
				 (08-26-2014, 06:37 PM) FlawlessHappiness Wrote:  
I did post the script in the post before but here it is again...
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "Awesome_key", "Awesome_door", "ABC", true);
AddEntityCollideCallback("Player", "korridor", "bana", true, 1); 
AddUseItemCallback("", "secret_key", "secret_door", "SECRET", true);
AddEntityCollideCallback("Player", "falldown", "falldown1", true, 1); 
PlayMusic("creepy.ogg", false, 0.6, 5, 0.5, true);
AddEntityCollideCallback("Player", "checkpoint_1", "Restart", true, 1); 
}
void Restart(string &in asParent, string &in asChild, int alState) 
{ 
CheckPoint ("FirstCheckpoint", "checkpoint_1_spawn", "Happening", "DeathCategory", "Deathtext"); 
} 
void falldown1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("rock_med02_push_1", true);
SetEntityActive("rock_med02_push_2", true);
SetEntityActive("rock_med02_push_3", true);
SetEntityActive("rock_med02_push_4", true);
SetEntityActive("rock_med02_push_5", true);
SetEntityActive("rock_med02_push_6", true);
SetEntityActive("rock_med02_push_7", true);
SetEntityActive("rock_med02_push_8", true);
void PlaySoundAtEntity(string& "falldown", string& "scare_falldown.snt", string& "rock_med02_push_8", float 0, bool false);
}
void ABC(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked( "Awesome_door", false, true);
PlaySoundAtEntity("", "unlock_door", "Awesome_door", 0, false);
RemoveItem("Awesome_key");
}
void SECRET(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked( "secret_door", false, true);
PlaySoundAtEntity("", "unlock_door", "secret_door", 0, false);
RemoveItem("secret_key");
}
void bana(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("osynlig", true);
SetEntityActive("synlig", false);
}
 
  ////////////////////////////
// Run when entering map
void OnEnter()
{
 
}
 
////////////////////////////
// Run when leaving map
void OnLeave()
{
 
}
Theres also a screenshot of the error.
			
 
			
Attached Files bandicam 2014-08-26 19-43-05-001.jpg  (Size: 26.16 KB / Downloads: 219)
 
			
			
		 
 
 
	08-26-2014, 06:43 PM  
		
	 
 
	
		Radical Batz 
			Posting Freak25  
	
		
			
RE: Amnesia script help 
 
				Found the problem
void falldown1 ( string  & in asParent ,  string  & in asChild ,  int alState ) SetEntityActive ( "rock_med02_push_1" ,  true ); SetEntityActive ( "rock_med02_push_2" ,  true ); SetEntityActive ( "rock_med02_push_3" ,  true ); SetEntityActive ( "rock_med02_push_4" ,  true ); SetEntityActive ( "rock_med02_push_5" ,  true ); SetEntityActive ( "rock_med02_push_6" ,  true ); SetEntityActive ( "rock_med02_push_7" ,  true ); SetEntityActive ( "rock_med02_push_8" ,  true ); PlaySoundAtEntity (  "falldown" ,  "scare_falldown.snt" , "rock_med02_push_8" ,   0 ,   false ); 
There shouldn't be a void near PlaySound and why was there a string& near every name? remove that and just do "" instead of string&""
			
				
(This post was last modified: 08-26-2014, 06:49 PM by Radical Batz .) 
 
				
			 
		 
 
 
	08-26-2014, 06:45 PM  
		
	 
 
	
		theodorg 
			Junior Member0  
	
		
			
RE: Amnesia script help 
 
				 (08-26-2014, 06:45 PM) Dr.Badcat Wrote:  void falldown1 ( string  & in asParent ,  string  & in asChild ,  int alState ) SetEntityActive ( "rock_med02_push_1" ,  true ); SetEntityActive ( "rock_med02_push_2" ,  true ); SetEntityActive ( "rock_med02_push_3" ,  true ); SetEntityActive ( "rock_med02_push_4" ,  true ); SetEntityActive ( "rock_med02_push_5" ,  true ); SetEntityActive ( "rock_med02_push_6" ,  true ); SetEntityActive ( "rock_med02_push_7" ,  true ); SetEntityActive ( "rock_med02_push_8" ,  true ); PlaySoundAtEntity (  "falldown" ,  "scare_falldown.snt" , "rock_med02_push_8" ,   0 ,   false ); 
Thanks but it still dosent work:
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "Awesome_key", "Awesome_door", "ABC", true);
AddEntityCollideCallback("Player", "korridor", "bana", true, 1); 
AddUseItemCallback("", "secret_key", "secret_door", "SECRET", true);
AddEntityCollideCallback("Player", "falldown", "falldown1", true, 1); 
PlayMusic("creepy.ogg", false, 0.6, 5, 0.5, true);
AddEntityCollideCallback("Player", "checkpoint_1", "Restart", true, 1); 
}
void Restart(string &in asParent, string &in asChild, int alState) 
{ 
CheckPoint ("FirstCheckpoint", "checkpoint_1_spawn", "Happening", "DeathCategory", "Deathtext"); 
} 
void falldown1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("rock_med02_push_1", true);
SetEntityActive("rock_med02_push_2", true);
SetEntityActive("rock_med02_push_3", true);
SetEntityActive("rock_med02_push_4", true);
SetEntityActive("rock_med02_push_5", true);
SetEntityActive("rock_med02_push_6", true);
SetEntityActive("rock_med02_push_7", true);
SetEntityActive("rock_med02_push_8", true);
PlaySoundAtEntity("falldown", "scare_falldown.snt", "rock_med02_push_8", float 0, bool false);
same error
			
 
			
			
			
		 
 
 
	08-26-2014, 06:53 PM  
		
	 
 
	
		Radical Batz 
			Posting Freak25  
	
		
			
RE: Amnesia script help 
 
				Hmm is that your whole script?
 Edit: I kinda found out while I sent the reply then updated it so yeah it has to be like this instead 
PlaySoundAtEntity ( "falldown" ,  "scare_falldown.snt" ,  "rock_med02_push_8" ,   0 ,  false );  
				
(This post was last modified: 08-26-2014, 07:01 PM by Radical Batz .) 
 
				
			 
		 
 
 
	08-26-2014, 06:58 PM  
		
	 
 
	
		theodorg 
			Junior Member0  
	
		
			
RE: Amnesia script help 
 
				 (08-26-2014, 06:58 PM) Dr.Badcat Wrote:   (08-26-2014, 06:53 PM) theodorg Wrote:   (08-26-2014, 06:45 PM) Dr.Badcat Wrote:  void falldown1 ( string  & in asParent ,  string  & in asChild ,  int alState ) SetEntityActive ( "rock_med02_push_1" ,  true ); SetEntityActive ( "rock_med02_push_2" ,  true ); SetEntityActive ( "rock_med02_push_3" ,  true ); SetEntityActive ( "rock_med02_push_4" ,  true ); SetEntityActive ( "rock_med02_push_5" ,  true ); SetEntityActive ( "rock_med02_push_6" ,  true ); SetEntityActive ( "rock_med02_push_7" ,  true ); SetEntityActive ( "rock_med02_push_8" ,  true ); PlaySoundAtEntity (  "falldown" ,  "scare_falldown.snt" , "rock_med02_push_8" ,   0 ,   false ); 
PlaySoundAtEntity ( "falldown" ,  "scare_falldown.snt" ,  "rock_med02_push_8" ,   0 ,  false );  
Why do i remove the float? Sry im kinda new to these things and is just looking to learn 
Heres the script now but it still dosent work ;(
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "Awesome_key", "Awesome_door", "ABC", true);
AddEntityCollideCallback("Player", "korridor", "bana", true, 1); 
AddUseItemCallback("", "secret_key", "secret_door", "SECRET", true);
AddEntityCollideCallback("Player", "falldown", "falldown1", true, 1); 
PlayMusic("creepy.ogg", false, 0.6, 5, 0.5, true);
AddEntityCollideCallback("Player", "checkpoint_1", "Restart", true, 1); 
}
void Restart(string &in asParent, string &in asChild, int alState) 
{ 
CheckPoint ("FirstCheckpoint", "checkpoint_1_spawn", "Happening", "DeathCategory", "Deathtext"); 
} 
void falldown1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("rock_med02_push_1", true);
SetEntityActive("rock_med02_push_2", true);
SetEntityActive("rock_med02_push_3", true);
SetEntityActive("rock_med02_push_4", true);
SetEntityActive("rock_med02_push_5", true);
SetEntityActive("rock_med02_push_6", true);
SetEntityActive("rock_med02_push_7", true);
SetEntityActive("rock_med02_push_8", true);
PlaySoundAtEntity("falldown", "scare_falldown.snt", "rock_med02_push_8", 0, bool false);
}
void ABC(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked( "Awesome_door", false, true);
PlaySoundAtEntity("", "unlock_door", "Awesome_door", 0, false);
RemoveItem("Awesome_key");
}
void SECRET(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked( "secret_door", false, true);
PlaySoundAtEntity("", "unlock_door", "secret_door", 0, false);
RemoveItem("secret_key");
}
void bana(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("osynlig", true);
SetEntityActive("synlig", false);
}
 
  ////////////////////////////
// Run when entering map
void OnEnter()
{
 
}
 
////////////////////////////
// Run when leaving map
void OnLeave()
{
 
}
			
 
			
			
			
				
(This post was last modified: 08-26-2014, 07:01 PM by theodorg .) 
 
				
			 
		 
 
 
	08-26-2014, 07:00 PM  
		
	 
 
	
		Radical Batz 
			Posting Freak25  
	
		
			
RE: Amnesia script help 
 
				You had this "float 0" it's supposed to be just 0 and had "bool false" it's supposed to be just false
PlaySoundAtEntity ( "falldown" ,  "scare_falldown.snt" ,  "rock_med02_push_8" ,   0 ,  false );  
read my updated reply next time pls
			
				
(This post was last modified: 08-26-2014, 07:05 PM by Radical Batz .) 
 
				
			 
		 
 
 
	08-26-2014, 07:02 PM  
		
	 
 
	
		theodorg 
			Junior Member0  
	
		
			
RE: Amnesia script help 
 
				 (08-26-2014, 07:02 PM) Dr.Badcat Wrote:  PlaySoundAtEntity ( "falldown" ,  "scare_falldown.snt" ,  "rock_med02_push_8" ,   0 ,  false );  
YES! it fucking works! Love you man have a nice evening! 
 
			
			
			
		 
 
 
	08-26-2014, 07:05 PM  
		
	 
 
	
		Radical Batz 
			Posting Freak25  
	
		
			
RE: Amnesia script help 
 
				 (08-26-2014, 07:05 PM) theodorg Wrote:   (08-26-2014, 07:02 PM) Dr.Badcat Wrote:  PlaySoundAtEntity ( "falldown" ,  "scare_falldown.snt" ,  "rock_med02_push_8" ,   0 ,  false );  
lol np 
 
			
			
 
 
 
	08-26-2014, 07:05 PM