adamhun
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Posts: 34
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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 |
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Frontcannon
Senior Member
Posts: 538
Threads: 10
Joined: Jul 2010
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RE: some errors with scripting
Edit the thread title to solved then.
╔═════════════════╗
☺ Smoke weed everyday ☺
╚═════════════════╝
(This post was last modified: 12-23-2010, 02:22 PM by Frontcannon.)
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12-23-2010, 02:22 PM |
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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-
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12-23-2010, 02:27 PM |
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