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		| adamhun   Junior Member
 
 Posts: 34
 Threads: 4
 Joined: Dec 2010
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			|  some errors with scripting [solved] 
 
				Hi all! 
I have some scripting problem, and it's driving me to madness   
There are 2 levels. The first goes through nicely with no errors. But when I want to go to the other map( with level loader door), it gets an error:
 
FATAL ERROR ..... blablabla ...... ExecuteString(1, 1) : ERR : No matching signatures to 'OnLeave()' 
main (6, 2) : ERR : No matching signatures to 
'AddEntityCollideCallback(string@&, string@&, string@&, const bool)'
 
Here's the script file:
 /////////////////////////////////////////////////////////////////////////void OnEnter()
 {
 // callbacks
 AddUseItemCallback("", "key_to_store", "key_store_door", "KeyOnDoor2", true);
 AddEntityCollideCallback("servant_grunt2", "grunt_leave", "GruntLeaving", true);
 }
 //=============================//
 void KeyOnDoor2(string &in asItem, string &in asEntity)
 {
 // unlocks the door
 SetSwingDoorClosed("key_store_door", false, false);
 // plays sound at the door
 PlaySoundAtEntity("", "unlock_door.snt", "key_store_door", 0.0f, true);
 PlaySoundAtEntity("", "guardian_distant2.snt", "mansion_1", 0.0f, true);
 // sanity damage with effects
 GiveSanityDamage( 5.0f, true);
 PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
 PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
 }
 // ___________________________ //
 
 void GruntLeaving(string &in asParent , string &in asChild , int alState)
 {
 SetEntityActive("servant_grunt2", false);
 }
PS.: It checks the script when you load an another map? Because I got some errors from the first map when I tried to load the second.
 
Here's the first map's code, just in case:
 /////////////////////////////////////////////////////////////////////////void OnEnter()
 {
 // callbacks
 AddEntityCollideCallback("Player", "monsterspawn", "MonsterFunc1", true, 1);
 AddEntityCollideCallback("Player", "Iron_maiden_scare", "ScareIronmaiden", true, 1);
 AddEntityCollideCallback("Player", "end_scarysound", "endscare", true, 1);
 // the level loader door is locked and requires a key
 AddUseItemCallback("", "escape_key", "escape_door", "KeyOnDoor", true);
 // patrol nodes to the grunt
 AddEnemyPatrolNode("servant_grunt1", "startarea_zom_1", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt1", "startarea_zom_2", 0.0f, "");
 AddEnemyPatrolNode("servant_grunt1", "startarea_zom_3", 2.0f, "");
 AddEnemyPatrolNode("servant_grunt1", "startarea_zom_4", 2.0f, "");
 }
 ////////////////////////////////////////////////////////////////////////
 void MonsterFunc1(string &in asParent , string &in asChild , int alState)
 {
 // monster spawning
 SetEntityActive("servant_grunt1", true);
 // gives sanity damage with effects
 GiveSanityDamage( 15.0f, true);
 /* this is not working
 SetEntityActive("startstairlight1", false);*/
 // use this instead
 SetLampLit("startstairlight1", false, true);
 // sounds
 PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
 PlaySoundAtEntity("", "04_scream.snt", "servant_grunt1", 0, false);
 // this turns the lamps off when you enter the area
 SetLampLit("candlestick_floor_3", false, true);
 SetLampLit("candlestick_floor_4", false, true);
 SetLampLit("candlestick_floor_5", false, true);
 SetLampLit("candlestick_floor_6", false, true);
 SetLampLit("candlestick_floor_7", false, true);
 SetLampLit("candlestick_floor_8", false, true);
 SetLampLit("candlestick_floor_9", false, true);
 SetLampLit("candlestick_floor_10", false, true);
 SetLampLit("candlestick_floor_11", false, true);
 SetLampLit("candlestick_floor_12", false, true);
 }
 //_______________________________//
 void endscare(string &in asParent , string &in asChild , int alState)
 {
 // sound
 PlaySoundAtEntity("", "guardian_distant1.snt", "escape_door", 0, false);
 // gives sanity damage with effects
 GiveSanityDamage( 15.0f, true);
 }
 //_______________________________//
 void KeyOnDoor(string &in asItem, string &in asEntity)
 {
 // if the key is used on the door, it will unlock
 /* SetSwingDoorLocked("escape_door", false, false);
 this is wrong!! when you want to unlock a level loader door,
 use this: */
 SetLevelDoorLocked("escape_door", false);
 // plays sound at the door
 PlaySoundAtEntity("", "unlock_door.snt", "escape_door", 0.0f, true);
 }
 //______________________________//
 void ScareIronmaiden(string &in asParent , string &in asChild , int alState)
 {
 // sound
 PlaySoundAtEntity("", "scare_wall_stomp.snt", "Iron_maiden_1", 0, false);
 // first try at creating effects
 CreateParticleSystemAtEntity("", "ps_iron_maiden_event_smoke.ps", "Iron_maiden_1", false);
 }
 //_______________________________//
There were some other errors too, but I could make them work. But I cannot find what's wrong with this one ... 
Edit: It only started bugging when I wrote some scripts to the second map's .hps ... will try to delete the scripts from it ... 
Edit2: well, it works when I remove the scripts from the second map's hps so the problem will be there somewhere .... 
Edit3: fail. I found the problem .... the 1 is missing from the CollideCallback. Well, I can't delete the thread, so it will be here for a while ... at least you can see how I fail at scripting   
 -Retired- 
				
(This post was last modified: 12-23-2010, 02:27 PM by adamhun.)
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	| 12-23-2010, 01:46 PM |  |  
	
		| Frontcannon   Senior Member
 
 Posts: 538
 Threads: 10
 Joined: Jul 2010
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2
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			| RE: some errors with scripting 
 
				Edit the thread title to solved then.
			 
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(This post was last modified: 12-23-2010, 02:22 PM by Frontcannon.)
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	| 12-23-2010, 02:22 PM |  |  
	
		| adamhun   Junior Member
 
 Posts: 34
 Threads: 4
 Joined: Dec 2010
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0
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			| RE: some errors with scripting [solved] 
 
				Got it, thanks   
 -Retired- |  |  
	| 12-23-2010, 02:27 PM |  |  |