adamhun 
 
 
		
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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   
			 
			
			
 
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(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 
 
 
		
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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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RE: some errors with scripting [solved] 
			 
			
				Got it, thanks   
			 
			
			
 
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	| 12-23-2010, 02:27 PM  | 
	
		
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