HumiliatioN 
 
 
		
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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” 
			
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	| 12-13-2010, 05:27 PM  | 
	
		
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		Akumasama 
 
 
		
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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   
			 
			
			
			
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	| 12-13-2010, 05:34 PM  | 
	
		
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		HumiliatioN 
 
 
		
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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   
Where i dont see :S
			  
			
			
 
“Life is a game, play it” 
			
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	| 12-13-2010, 05:45 PM  | 
	
		
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		Akumasama 
 
 
		
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RE: Add all simple scripts here! 
			 
			
				scareactive 
scareactivate
 
See it now?   
			 
			
			
			
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	| 12-13-2010, 06:51 PM  | 
	
		
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		HumiliatioN 
 
 
		
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RE: Add all simple scripts here! 
			 
			
				 (12-13-2010, 06:51 PM)Akumasama Wrote:  scareactive 
scareactivate 
 
See it now?   
Oh xD
 
Okay but it doesnt work anyways :I
			  
			
			
 
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	| 12-13-2010, 10:55 PM  | 
	
		
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		HumiliatioN 
 
 
		
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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?    
Oh xD 
 
Okay but it doesnt work anyways :I 
Help me with this!   
			 
			
			
 
“Life is a game, play it” 
			
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	| 12-14-2010, 01:09 AM  | 
	
		
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		Akumasama 
 
 
		
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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.
			  
			
			
			
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	| 12-14-2010, 11:18 AM  | 
	
		
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		HumiliatioN 
 
 
		
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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!   
			 
			
			
 
“Life is a game, play it” 
			
		 |  
	 
 | 
 
	| 12-14-2010, 04:00 PM  | 
	
		
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		HumiliatioN 
 
 
		
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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!   
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” 
			
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	| 12-14-2010, 05:07 PM  | 
	
		
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		Akumasama 
 
 
		
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	| 12-14-2010, 05:30 PM  | 
	
		
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