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Add all simple scripts here!
HumiliatioN Offline
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#11
RE: Add all simple scripts here!

Okay problem: I dont have any errors in this script but why this doesnt work?

Full Script:

void OnStart()
{
AddEntityCollideCallback("Player" , "Origin" , "scareactive" , true , 1);
}

void scareactivate(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("monster_1" , true);
}

////////////////////////////
// Run when entering map

void OnEnter()
{
AddUseItemCallback("", "key_1", "door_1", "KeyOnDoor", true);
AddUseItemCallback("", "key_2", "door_2", "KeyOnDoor2", true);
}

////////////////////////////
// Run when leaving map

void OnLeave()
{
}

////////////////////////////
// Actual functions

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, false);
RemoveItem("key_1");
AddDebugMessage("KeyOnDoor", false);
}

void KeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_2", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, true);
}

I have not activated Monster entity and all names alright but why monster doesnt appears in the marked area?

“Life is a game, play it”
12-13-2010, 05:27 PM
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Akumasama Offline
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Posts: 122
Threads: 2
Joined: Nov 2010
Reputation: 0
#12
RE: Add all simple scripts here!

AddEntityCollideCallback("Player" , "Origin" , "scareactive" , true , 1);
void scareactivate(string &in asParent , string &in asChild , int alState)

Take a very good look at the function name Wink
12-13-2010, 05:34 PM
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HumiliatioN Offline
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Posts: 1,179
Threads: 64
Joined: Dec 2010
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#13
RE: Add all simple scripts here!

(12-13-2010, 05:34 PM)Akumasama Wrote: AddEntityCollideCallback("Player" , "Origin" , "scareactive" , true , 1);
void scareactivate(string &in asParent , string &in asChild , int alState)

Take a very good look at the function name Wink

Where i dont see :S

“Life is a game, play it”
12-13-2010, 05:45 PM
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Akumasama Offline
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Posts: 122
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Joined: Nov 2010
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#14
RE: Add all simple scripts here!

scareactive
scareactivate

See it now? Tongue
12-13-2010, 06:51 PM
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HumiliatioN Offline
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#15
RE: Add all simple scripts here!

(12-13-2010, 06:51 PM)Akumasama Wrote: scareactive
scareactivate

See it now? Tongue

Oh xD

Okay but it doesnt work anyways :I

“Life is a game, play it”
12-13-2010, 10:55 PM
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HumiliatioN Offline
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#16
RE: Add all simple scripts here!

(12-13-2010, 10:55 PM)HumiliatioN Wrote:
(12-13-2010, 06:51 PM)Akumasama Wrote: scareactive
scareactivate

See it now? Tongue

Oh xD

Okay but it doesnt work anyways :I

Help me with this! Huh

“Life is a game, play it”
12-14-2010, 01:09 AM
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Akumasama Offline
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Posts: 122
Threads: 2
Joined: Nov 2010
Reputation: 0
#17
RE: Add all simple scripts here!

void OnStart()
{
AddEntityCollideCallback("Player" , "Origin" , "scareactive" , true , 1);
}

////////////////////////////
// Run when entering map

void OnEnter()
{
AddUseItemCallback("", "key_1", "door_1", "KeyOnDoor", true);
AddUseItemCallback("", "key_2", "door_2", "KeyOnDoor2", true);
}

////////////////////////////
// Run when leaving map

void OnLeave()
{
}

////////////////////////////
// Actual functions

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, false);
RemoveItem("key_1");
AddDebugMessage("KeyOnDoor", false);
}

void KeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_2", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, true);
}


void scareactive(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("monster_1" , true);
AddEnemyPatrolNode("enemyname", "nodename", waiting time (for example: 0.0f), "animation to play");
}

You have to add path nodes when spawning a monster, or it will despawn right away.
This is because after a monster has walked it's last path, it will disappear, hence, having no path, it will disappear right away.

Again, make sure everything is organized.
Put your functions that don't belong in any of the "On...." functions, at the end of your script.
12-14-2010, 11:18 AM
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HumiliatioN Offline
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Posts: 1,179
Threads: 64
Joined: Dec 2010
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#18
RE: Add all simple scripts here!

(12-14-2010, 11:18 AM)Akumasama Wrote:
void OnStart()
{
AddEntityCollideCallback("Player" , "Origin" , "scareactive" , true , 1);
}

////////////////////////////
// Run when entering map

void OnEnter()
{
AddUseItemCallback("", "key_1", "door_1", "KeyOnDoor", true);
AddUseItemCallback("", "key_2", "door_2", "KeyOnDoor2", true);
}

////////////////////////////
// Run when leaving map

void OnLeave()
{
}

////////////////////////////
// Actual functions

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, false);
RemoveItem("key_1");
AddDebugMessage("KeyOnDoor", false);
}

void KeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_2", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, true);
}


void scareactive(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("monster_1" , true);
AddEnemyPatrolNode("enemyname", "nodename", waiting time (for example: 0.0f), "animation to play");
}

You have to add path nodes when spawning a monster, or it will despawn right away.
This is because after a monster has walked it's last path, it will disappear, hence, having no path, it will disappear right away.

Again, make sure everything is organized.
Put your functions that don't belong in any of the "On...." functions, at the end of your script.

Thanks! Now i got it hallucinating zombie its working! Smile

“Life is a game, play it”
12-14-2010, 04:00 PM
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HumiliatioN Offline
Posting Freak

Posts: 1,179
Threads: 64
Joined: Dec 2010
Reputation: 18
#19
RE: Add all simple scripts here!

(12-14-2010, 04:00 PM)HumiliatioN Wrote:
(12-14-2010, 11:18 AM)Akumasama Wrote:
void OnStart()
{
AddEntityCollideCallback("Player" , "Origin" , "scareactive" , true , 1);
}

////////////////////////////
// Run when entering map

void OnEnter()
{
AddUseItemCallback("", "key_1", "door_1", "KeyOnDoor", true);
AddUseItemCallback("", "key_2", "door_2", "KeyOnDoor2", true);
}

////////////////////////////
// Run when leaving map

void OnLeave()
{
}

////////////////////////////
// Actual functions

void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, false);
RemoveItem("key_1");
AddDebugMessage("KeyOnDoor", false);
}

void KeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_2", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, true);
}


void scareactive(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("monster_1" , true);
AddEnemyPatrolNode("enemyname", "nodename", waiting time (for example: 0.0f), "animation to play");
}

You have to add path nodes when spawning a monster, or it will despawn right away.
This is because after a monster has walked it's last path, it will disappear, hence, having no path, it will disappear right away.

Again, make sure everything is organized.
Put your functions that don't belong in any of the "On...." functions, at the end of your script.

Thanks! Now i got it hallucinating zombie its working! Smile

Okay i have more questions: How i can make readable note? (I mean i can read my note what i write in there)

“Life is a game, play it”
12-14-2010, 05:07 PM
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Akumasama Offline
Member

Posts: 122
Threads: 2
Joined: Nov 2010
Reputation: 0
#20
RE: Add all simple scripts here!

http://wiki.frictionalgames.com/hpl2/tut...omakenotes
There you go.
Ask for more help if you can't figure it out Smile
12-14-2010, 05:30 PM
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