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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