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		| Kyle   Posting Freak
 
 Posts: 911
 Threads: 36
 Joined: Sep 2010
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7
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			|  Another Scripting Problem... 
 
				I once again tried to combine 2 scripts and it failed at working. I tried to make a servant grunt to become active when you went into an area. So I added: AddEntityCollideCallback("Player" , "ScriptArea_1" , "CollideRoomTwo" , true, 1); AND void  SetEntityActive(servant_grunt, true);
 Full script:
 
 ////////////////////////////
 // Run first time starting map
 void OnStart()
 
 {
 AddEntityCollideCallback("Player" , "ScriptArea_1" , "CollideRoomTwo" , true, 1);
 AddUseItemCallback("", "Mansion Key", "MansionDoor", "UsedKeyOnDoor", true);
 }
 
 void  SetEntityActive(servant_grunt, true);
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 
 {
 SetSwingDoorLocked("MansionDoor", false, true);
 PlaySoundAtEntity("", "unlock_door" , "MansionDoor", 0, false);
 RemoveItem("Mansion Key");
 }
 
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 
 }
 
 I also wanted to point out that I DO NOT want the grunt to become active when I try to open the door... Please try to keep it seperate.
 
 
				
(This post was last modified: 10-10-2010, 05:20 PM by Kyle.)
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	| 10-10-2010, 05:18 PM |  |  
	
		| Entih   Junior Member
 
 Posts: 47
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 Joined: Sep 2010
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			| RE: Another Scripting Problem... 
 
				Hmm, and where might the function for your callback be?  You add it, but you never make it do anything, you see.  As such, the activation for the grunt is just kind of sitting out there in the aether where it will never be performed.
 You see, anything outside the brackets of a function like 'void OnStart()' and such don't quite do anything.  Some variables can be made, but its nothing quite functional for what you want.  That's why you create the callback, to create a function which is used when one thing (player) touches another (your area).
 
 A collide function is called like so, and the things to occur go within the brackets:
 
 void CollideFunction(string &in asParent, string &in asChild, int alState)
 {
 [Stuff That Happens Goes Here...]
 }
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	| 10-10-2010, 05:37 PM |  |  
	
		| Kyle   Posting Freak
 
 Posts: 911
 Threads: 36
 Joined: Sep 2010
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			| RE: Another Scripting Problem... 
 
				So it should be like this?
 ////////////////////////////
 // Run first time starting map
 void OnStart()
 
 {
 AddUseItemCallback("", "Mansion Key", "MansionDoor", "UsedKeyOnDoor", true);
 }
 
 void SetEntityActive(servant_grunt, true);
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 
 {
 SetSwingDoorLocked("MansionDoor", false, true);
 PlaySoundAtEntity("", "unlock_door" , "MansionDoor", 0, false);
 RemoveItem("Mansion Key");
 }
 
 {
 AddEntityCollideCallback("Player" , "ScriptArea_1" , "CollideRoomTwo" , true, 1);
 void CollideFunction(string &in asParent, string &in asChild, int alState)
 
 }
 void SetEntityActive(servant_grunt, true);
 
 
 
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 
 }
 
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	| 10-10-2010, 05:54 PM |  |  
	
		| Chilton   Member
 
 Posts: 138
 Threads: 9
 Joined: Sep 2010
 Reputation: 
0
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			| RE: Another Scripting Problem... 
 
				Try this:
 
 
 void OnStart()
 {
 AddUseItemCallback("", "Mansion Key", "MansionDoor", "UsedKeyOnDoor", true);
 AddEntityCollideCallback("Player" , "ScriptArea_1" , "CollideRoomTwo" , true, 1);
 }
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("MansionDoor", false, true);
 PlaySoundAtEntity("", "unlock_door" , "MansionDoor", 0, false);
 RemoveItem("Mansion Key");
 }
 
 void CollideRoomTwo(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("servant_grunt", true);
 }
 
 void OnEnter()
 {
 }
 
 void OnLeave()
 {
 }
 
 
 
 If that doesnt work, its because im half asleep and mistyped. It should work though - Also, your getting the organisation and syntaxing wrong - Just compare your script to my ammended one
 
 EDIT: This should work. I got no errors when i validated it just now
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	| 10-10-2010, 05:57 PM |  |  
	
		| Frontcannon   Senior Member
 
 Posts: 538
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			| RE: Another Scripting Problem... 
 
				Please learn the syntax, the script you just posted will just make your level crash D:
			 
 ╔═════════════════╗
 ☺ Smoke weed everyday ☺
 ╚═════════════════╝
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	| 10-10-2010, 05:58 PM |  |  
	
		| Kyle   Posting Freak
 
 Posts: 911
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 Joined: Sep 2010
 Reputation: 
7
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			| RE: Another Scripting Problem... 
 
				Nope, didn't work. The error message said that "servant_grunt is not declared."
			 
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	| 10-10-2010, 06:05 PM |  |  
	
		| Chilton   Member
 
 Posts: 138
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 Joined: Sep 2010
 Reputation: 
0
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			| RE: Another Scripting Problem... 
 
				 (10-10-2010, 06:05 PM)Kyle Wrote:  Nope, didn't work. The error message said that "servant_grunt is not declared." Sorry 
Use it now - I forgot to put markers around it. Its now edited in, and if thats the only error, it will work
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	| 10-10-2010, 06:07 PM |  |  
	
		| Frontcannon   Senior Member
 
 Posts: 538
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			| RE: Another Scripting Problem... 
 
				 (10-10-2010, 06:07 PM)Chilton Wrote:   (10-10-2010, 06:05 PM)Kyle Wrote:  Nope, didn't work. The error message said that "servant_grunt is not declared."Sorry Use it now - I forgot to put markers around it. Its now edited in, and if thats the only error, it will work
 
I somehow missed your post, I was referring to Kyle's post    
 ╔═════════════════╗
 ☺ Smoke weed everyday ☺
 ╚═════════════════╝
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	| 10-10-2010, 06:09 PM |  |  
	
		| Chilton   Member
 
 Posts: 138
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 Joined: Sep 2010
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			| RE: Another Scripting Problem... 
 
				 (10-10-2010, 06:09 PM)Frontcannon Wrote:   (10-10-2010, 06:07 PM)Chilton Wrote:   (10-10-2010, 06:05 PM)Kyle Wrote:  Nope, didn't work. The error message said that "servant_grunt is not declared."Sorry Use it now - I forgot to put markers around it. Its now edited in, and if thats the only error, it will work
 I somehow missed your post, I was referring to Kyle's post
  
I figured, based on the buffer between you typing and me posting - Funny thing is you were correct by accident :p
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	| 10-10-2010, 06:11 PM |  |  
	
		| Kyle   Posting Freak
 
 Posts: 911
 Threads: 36
 Joined: Sep 2010
 Reputation: 
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			| RE: Another Scripting Problem... 
 
				Frostcannon. Actually Chilton really messed up the syntax. Luckly it works, but the monster spawns before I reach the trigger area...
			 
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	| 10-10-2010, 06:12 PM |  |  |