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		| CapnJimmy   Junior Member
 
 Posts: 9
 Threads: 2
 Joined: Jan 2011
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0
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			| Scripting mess! 
 
				Edit:
 First problem solved now the key cannot be used with the door.
 
 Here's the script:
 
 void OnStart()
 {
 AddUseItemCallback("", "Key1", "Door_1", "KeyOnDoor", true);
 }
 
 void KeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("Door_1", false, true);
 PlaySoundAtEntity("", "unlock_door.snt", "Door_1", 0.0f, true);
 }
 
 
 Also if you know how to add momentos that'd be cool too! =D
 
				
(This post was last modified: 01-22-2011, 10:07 PM by CapnJimmy.)
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	| 01-20-2011, 08:05 PM |  |  
	
		| jens   Frictional Games
 
 Posts: 4,093
 Threads: 199
 Joined: Apr 2006
 Reputation: 
202
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			| RE: Scripting mess! 
 
				it should be, you only use { } to encapsulate functions (everything in your script that begins with a void). You also had some ; after AddUseItemCallback that should not be there. I did not try the script so not sure it works, but I think I fixed all the errors.
 void Onstart()
 {
 AddUseItemCallback("", "Stair_Key", "Stair_Door", "KeyOnDoor", TRUE);
 AddUseItemCallback("", "Guest_Room_Key", "Guest_Room_Door", "UsedKeyOnGuestRoomDoor", TRUE);
 AddUseItemCallback("", "Secret_Key", "Secret_Door", "UsedKeyOnSecretDoor", TRUE);
 }
 
 
 void KeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("Stair_door", false, true);
 PlaySoundAtEntity("", "unlock_door.snt", "Stair_door", 0.0f, false);
 RemoveItem("Stair_Key");
 }
 
 void UsedKeyOnGuestRoomDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("Guest_Room_Door", false, true);
 PlaySoundAtEntity("", "unlock_door", "Guest_Room_Door", 0, false);
 RemoveItem("Guest_Room_Key");
 }
 
 void UsedKeyOnSecretDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("Secret_Door", false, true);
 PlaySoundAtEntity("", "unlock_door", "Secret_Door", 0, false);
 RemoveItem("Secret_Key");
 }
 
 
 You can rewrite it like this and only use one function:
 
 void Onstart()
 {
 AddUseItemCallback("", "Stair_Key", "Stair_Door", "KeyOnDoor", TRUE);
 AddUseItemCallback("", "Guest_Room_Key", "Guest_Room_Door", "KeyOnDoor", TRUE);
 AddUseItemCallback("", "Secret_Key", "Secret_Door", "KeyOnDoor", TRUE);
 }
 
 void KeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked(asEntity, false, true);
 PlaySoundAtEntity("", "unlock_door.snt", asEntity, 0.0f, false);
 RemoveItem(asItem);
 }
 
 See all the use item on an entity that you setup in OnStart calls the same function (KeyOnDoor). Then by using asEntity and asItem, it will work for all doors and keys as the value of those variables are what you specified them to be in the AddUseItemCallback.
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	| 01-20-2011, 08:48 PM |  |  
	
		| CapnJimmy   Junior Member
 
 Posts: 9
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 Joined: Jan 2011
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			| RE: Scripting mess! 
 
				Legend! Cheers mate, I'll try it as soon as I'm back on the PC!
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	| 01-20-2011, 08:50 PM |  |  
	
		| CapnJimmy   Junior Member
 
 Posts: 9
 Threads: 2
 Joined: Jan 2011
 Reputation: 
0
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			| RE: Scripting mess! 
 
				Okay, so now it's saying that:
 TRUE is not declared (But it's written in the code? :/ )
 
 And that there's no matching signatures for line 4,1 and 5,1 .
 
 Problem.
 
 Do I have to change anything on the map other than the Entity names? I've tried adding connected props to no avail. Anything else?
 
 Or is it just script based problems?
 
 Solution?
 
				
(This post was last modified: 01-20-2011, 11:48 PM by CapnJimmy.)
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	| 01-20-2011, 11:40 PM |  |  
	
		| Vradcly   Member
 
 Posts: 100
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			| RE: Scripting mess! 
 
				Quote:
 AddUseItemCallback("", "Stair_Key", "Stair_Door", "KeyOnDoor", TRUE);
 AddUseItemCallback("", "Guest_Room_Key", "Guest_Room_Door", "UsedKeyOnGuestRoomDoor", TRUE);
 AddUseItemCallback("", "Secret_Key", "Secret_Door", "UsedKeyOnSecretDoor", TRUE);
 
 
 Try changeing TRUE to true...
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	| 01-21-2011, 12:07 AM |  |  
	
		| CapnJimmy   Junior Member
 
 Posts: 9
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 Joined: Jan 2011
 Reputation: 
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			| RE: Scripting mess! 
 
				Okay I can now get into the story. But now it says I can't use the key that way =(
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	| 01-21-2011, 06:22 PM |  |  
	
		| CapnJimmy   Junior Member
 
 Posts: 9
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 Joined: Jan 2011
 Reputation: 
0
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			| RE: Scripting mess! 
 
				Anyone know the solution to my problem (As stated above)?
 Here's the script:
 
 void OnStart()
 {
 AddUseItemCallback("", "Key1", "Door_1", "KeyOnDoor", true);
 }
 
 void KeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("Door_1", false, true);
 PlaySoundAtEntity("", "unlock_door.snt", "Door_1", 0.0f, true);
 }
 
 
 Also if you know how to add momentos that'd be cool too! =D
 
				
(This post was last modified: 01-22-2011, 10:07 PM by CapnJimmy.)
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	| 01-22-2011, 09:48 PM |  |  
	
		| Oscar House   Senior Member
 
 Posts: 302
 Threads: 3
 Joined: Nov 2010
 Reputation: 
9
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			| RE: Scripting mess! 
 
				If it says you can't use the key that way, the problem is probably with the names of your keys/doors. Check if the key and door names in the map match the ones in your code.
			 
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	| 01-23-2011, 12:54 AM |  |  
	
		| CapnJimmy   Junior Member
 
 Posts: 9
 Threads: 2
 Joined: Jan 2011
 Reputation: 
0
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			| RE: Scripting mess! 
 
				Key_1 on the map is Key_1 in the script
 same with Door_1  =/
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	| 01-23-2011, 01:35 AM |  |  |