laser50 
 
 
		
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[SOLVED] Script Problem 
			 
			
				Hey guys, While scripting i ran into a error and i have NO idea what to do or how to fix it. So i decided to ask it here. 
ERROR:
 main (62, 25) :ERR :Expected data Type
 
My Code:
 void UsedKeyOnDoor(string &in asItem, string &in asEntity) 
{ 
    SetSwingDoorLocked("mansion_2", true, true); 
    SetSwingDoorLocked("cabinet_nice_1", false, true); 
    PlaySoundAtEntity("","unlock_door", "cabinet_nice_1" ,0.0f, false); 
    RemoveItem("CabinetKey1"); 
    StartPlayerLookAt("Monster3", 2, 2, ""); 
 
      AddTimer("donelook", 2.5f, "TimerDoneLookAt"); 
 
    SetEntityActive("Monster3", true); 
} 
 
void TimerDoneLookAt(string &in asTimer) 
{ 
  StopPlayerLookAt(); 
}
  
((THis is one part of where the error is.))
			  
			
			
			
				
(This post was last modified: 04-16-2011, 12:13 AM by laser50.)
 
				
			 
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	| 04-14-2011, 09:51 PM  | 
	
		
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		Pandemoneus 
 
 
		
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RE: Script Problem 
			 
			
				Post your whole code so we can see which line it is pointing at...
			 
			
			
 
			
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	| 04-14-2011, 10:49 PM  | 
	
		
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		laser50 
 
 
		
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RE: Script Problem 
			 
			
				Here is my FULL code: 
void OnStart() 
{    
    SetPlayerLampOil(10.0f);  
    AddEntityCollideCallback("Player", "ScriptArea_1", "ActivateMonsters", true, 1);    
    AddUseItemCallback("","CabinetKey1", "cabinet_nice_1","UsedKeyOnDoor", true); 
} 
  
void UsedKeyOnDoor(string &in asItem, string &in asEntity) 
{ 
    SetSwingDoorLocked("mansion_2", true, true); 
    SetSwingDoorLocked("cabinet_nice_1", false, true); 
    PlaySoundAtEntity("","unlock_door", "cabinet_nice_1" ,0.0f, false); 
    RemoveItem("CabinetKey1"); 
    StartPlayerLookAt("Monster3", 2, 2, ""); 
 
      AddTimer("donelook", 2.5f, "TimerDoneLookAt"); 
 
    SetEntityActive("Monster3", true); 
} 
 
 
void TimerDoneLookAt(string &in asTimer) 
{ 
  StopPlayerLookAt(); 
} 
 
 
////////////////////////////  
// Run when entering map  
void OnEnter() 
{ 
  
} 
  
//////////////////////////// 
// Run when leaving map 
void OnLeave() 
{ 
  
} 
 
void ActivateMonsters(string &in asParent, string &in asChild, int alState) 
{ 
    ///////////////////// 
    // Monster 1 
    SetEntityActive("Monster1", true); 
    AddEnemyPatrolNode("Monster1", "PatrolNode1", 10.0f, ""); 
    GiveSanityDamage(15.0f, true); 
    ///////////////////// 
    // Monster 2 
    SetEntityActive("Monster2", true); 
    AddEnemyPatrolNode("Monster2", "Monster2Path1", 6.0f, ""); 
    AddEnemyPatrolNode("Monster2", "Monster2Path2", 6.0f, ""); 
    AddEnemyPatrolNode("Monster2", "Monster2Path3", 6.0f, ""); 
    AddEnemyPatrolNode("Monster2", "Monster2Path4", 6.0f, ""); 
    AddEnemyPatrolNode("Monster2", "Monster2Path1", 6.0f, ""); 
    AddEnemyPatrolNode("Monster2", "Monster2Path2", 6.0f, ""); 
    AddEnemyPatrolNode("Monster2", "Monster2Path3", 6.0f, ""); 
    AddEnemyPatrolNode("Monster2", "Monster2Path4", 6.0f, ""); 
     
} 
 
void OnLeverStateChange("Lever1", -1) 
{ 
 
    if (alState == 1) 
    { 
        SetSwingDoorLocked("mansion_2", false, true); 
    } 
}
  
			 
			
			
			
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	| 04-15-2011, 12:51 PM  | 
	
		
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		laser50 
 
 
		
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RE: Script Problem 
			 
			
				Could someone please take a look and help me here?? Thanks.
			 
			
			
			
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	| 04-15-2011, 03:23 PM  | 
	
		
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		Dalroc 
 
 
		
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RE: Script Problem 
			 
			
				void OnLeverStateChange 
Where did you find this function? Never seen it and it's not on the script functions page on the wiki so I guess this is the problem   
			 
			
			
			
				
(This post was last modified: 04-15-2011, 03:32 PM by Dalroc.)
 
				
			 
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	| 04-15-2011, 03:30 PM  | 
	
		
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		laser50 
 
 
		
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	| 04-15-2011, 03:35 PM  | 
	
		
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		MrBigzy 
 
 
		
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RE: Script Problem 
			 
			
				That's a user defined function, like MonsterFunc1 for example. It's not a "script function". 
 
Use this: GetLeverState(string& asName);
			 
			
			
			
				
(This post was last modified: 04-15-2011, 04:16 PM by MrBigzy.)
 
				
			 
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	| 04-15-2011, 04:15 PM  | 
	
		
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		laser50 
 
 
		
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RE: Script Problem 
			 
			
				Then how should i use it if i use GetLeverState? SOme help would be great. 
(I'm much of a newb when it comes to scripting.)
			 
			
			
			
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	| 04-15-2011, 07:03 PM  | 
	
		
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		MrBigzy 
 
 
		
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RE: Script Problem 
			 
			
				If you just want to open a door with a lever, this is the best way I think: 
SetEntityConnectionStateChangeCallback(string& asName, string& asCallback);
 
So if you had SetEntityConnectionStateChangeCallback("LeverOpensDoor", "LeverDoor");
 void LeverDoor(string &in EntityName, int alState) 
{ 
   if (alState==1) SetSwingDoorLocked("mansion_2", false, true); 
}
 
Something like that.
			  
			
			
			
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	| 04-15-2011, 11:12 PM  | 
	
		
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		laser50 
 
 
		
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RE: Script Problem 
			 
			
				I fixed it. Thanks for the help everyone!
			 
			
			
			
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	| 04-16-2011, 12:13 AM  | 
	
		
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