theodorg
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RE: Amnesia script help
(08-26-2014, 06:16 PM) FlawlessHappiness Wrote: internal name is the name you give it in the script.
So that you can refer back to it with
StopSound(asSoundName, float afFadeTime);
So it can be anything. If not can it make the script crash as its doing now?
08-26-2014, 06:17 PM
FlawlessHappiness
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RE: Amnesia script help
No.
If you want us to help with the crash you need to tell us what it says.
You don't tell by saying: "it says something with..."
You have to be precise in what you're saying. A better way is to screenshot the error
Trying is the first step to success.
08-26-2014, 06:37 PM
theodorg
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RE: Amnesia script help
(08-26-2014, 06:37 PM) FlawlessHappiness Wrote: No.
If you want us to help with the crash you need to tell us what it says.
You don't tell by saying: "it says something with..."
You have to be precise in what you're saying. A better way is to screenshot the error
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: 139)
08-26-2014, 06:43 PM
Radical Batz
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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
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RE: Amnesia script help
(08-26-2014, 06:45 PM) Dr.Badcat Wrote: 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&""
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
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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
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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: 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&""
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
Hmm is that your whole script?
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 );
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
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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
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RE: Amnesia script help
(08-26-2014, 07:02 PM) Dr.Badcat Wrote: 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
YES! it fucking works! Love you man have a nice evening!
08-26-2014, 07:05 PM
Radical Batz
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RE: Amnesia script help
(08-26-2014, 07:05 PM) theodorg Wrote: (08-26-2014, 07:02 PM) Dr.Badcat Wrote: 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
YES! it fucking works! Love you man have a nice evening!
lol np
08-26-2014, 07:05 PM