Kyle
Posting Freak
Posts: 911
Threads: 36
Joined: Sep 2010
Reputation:
7
|
RE: Scripts Recollection
In math, as they say, combine like terms.
So what is in the void OnStart() combines with what is in the other one.
It should look like this:
void OnStart()
{
AddUseItemCallback("", "torture_1", "castle_1", "KeyOnDoor1", true);
AddUseItemCallback("", "tomb", "mansion_1", "KeyOnDoor2", true);
AddEntityCollideCallback("Player", "ScriptArea_1", "MonsterFunc1", true, 1);
}
void KeyOnDoor1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "castle_1", 0.0f, true);
RemoveItem("torture_1");
}
void KeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "mansion_1", 0.0f, true);
RemoveItem("tomb");
}
void MonsterFunc1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt", true);
}
void OnLeave()
{
}
(This post was last modified: 11-09-2011, 02:01 AM by Kyle.)
|
|
11-09-2011, 02:00 AM |
|
teddan50
Junior Member
Posts: 15
Threads: 2
Joined: Dec 2011
Reputation:
0
|
RE: Scripts Recollection
(04-18-2011, 05:42 PM)nkmol Wrote: i'm trying to use the moveable_book, but it seems it doesn't work as a normal lever :S
i used this script :
void OnStart()
{
SetEntityConnectionStateChangeCallback("book_moveable_1", "BookMoved");
}
void BookMoved(string &in EntityName, int alState)
{
AddDebugMessage("book_moveable_1" + "'s current state: " + alState, false);
if(alState == 1)
{
SetPropHealth("default_broken01_1", 0);
StartScreenShake(0.07f, 0.3f, 1, 1);
SetLeverStuckState("book_moveable_1", 1, true);
}
}
even the DebugMessage doesn't work.
I don't get any error, think it has to do whith the OnStart line though. But i can't find a other script that works. And yes, i putted the callback in the level editor
I did it like this:
void OnStart()
{
AddEntityCollideCallback("booklever_1", "ScriptArea_1", "Dooropening", true, 1);
}
void Dooropening(string &in asParent , string &in asChild , int alState)
{
SetSwingDoorLocked("mansion_1", false, false);
}
Probably not the correct method, but it worked for me. You just have to make sure that the book enters the scriptarea when you pull it out.
|
|
12-12-2011, 10:40 PM |
|
jessehmusic
Senior Member
Posts: 423
Threads: 102
Joined: Dec 2011
Reputation:
8
|
RE: Scripts Recollection
what is that i gonna set in lang file to make the key have another name...
|
|
12-23-2011, 03:04 PM |
|
CorinthianMerchant
Posting Freak
Posts: 2,876
Threads: 84
Joined: Nov 2011
Reputation:
131
|
RE: Scripts Recollection
What is the minimum script necessary to make a map work?
Still hasn't gotten over the loss of wubwub...
|
|
01-12-2012, 05:26 PM |
|
Elven
Posting Freak
Posts: 862
Threads: 37
Joined: Aug 2011
Reputation:
26
|
RE: Scripts Recollection
(01-12-2012, 05:26 PM)CorinthianMerchant Wrote: What is the minimum script necessary to make a map work? none
|
|
01-13-2012, 10:19 PM |
|
CorinthianMerchant
Posting Freak
Posts: 2,876
Threads: 84
Joined: Nov 2011
Reputation:
131
|
RE: Scripts Recollection
(01-13-2012, 10:19 PM)Elven Wrote: (01-12-2012, 05:26 PM)CorinthianMerchant Wrote: What is the minimum script necessary to make a map work?
none
Thanks!
Still hasn't gotten over the loss of wubwub...
|
|
01-15-2012, 01:09 PM |
|
Loveridge
Junior Member
Posts: 21
Threads: 8
Joined: Nov 2011
Reputation:
0
|
RE: Scripts Recollection
I need some help... This script doesnt work.. It says its missing "'" or ";".. Im trying to make it so when you step somewhere you gasp and sanity goes. then you turn round and there is bodies.. Please Help
////////////////////////////
// Run when entering map
void OnStart()
void Collide "ScriptArea_1"(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("scare_wall_stomp", "Player", 0, false);
GiveSanityDamage(50, true);
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
|
|
01-19-2012, 08:21 PM |
|
Khyrpa
Senior Member
Posts: 638
Threads: 10
Joined: Apr 2011
Reputation:
24
|
RE: Scripts Recollection
////////////////////////////
// Run when entering map
void OnStart()
{
}
void Collide "ScriptArea_1"(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("scare_wall_stomp", "Player", 0, false);
GiveSanityDamage(50, true);
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
always brackets after void's. This wont still work because you have anything that sets the void Collide to motion. thers lots of wrong, try to go through some tutorials
|
|
01-19-2012, 08:35 PM |
|
flamez3
Posting Freak
Posts: 1,281
Threads: 48
Joined: Apr 2011
Reputation:
57
|
RE: Scripts Recollection
I'll just nudge you in the right direction : )
Quote:////////////////////////////
// Run when entering map
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "Gasp", true, 1);
}
void Gasp(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("scare_wall_stomp", "Player", 0, false);
GiveSanityDamage(50, true);
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
|
|
01-20-2012, 02:32 AM |
|
CorinthianMerchant
Posting Freak
Posts: 2,876
Threads: 84
Joined: Nov 2011
Reputation:
131
|
RE: Scripts Recollection
Help, please! How do I script this; you walk through a script area without anything happening, but when you enter it with a certain key, a monster will spawn.
=====================================================================================
Lamps will extinguish when you pick up a key.
=====================================================================================
When using objects A and B on object C lamps will go out and you die like in the portal ending and you will be transported into a dark tunnel similar to the original one but with a billboard instead of the original light.
===================================================================================
When putting entity D inside script area 1 and using object E on object C a sound will play and particles will be deactivated and a lever will appear.
Still hasn't gotten over the loss of wubwub...
|
|
01-20-2012, 05:15 PM |
|
|