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		| SLAMnesia   Member
 
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			| bug in my script! 
 
				heres my script:
 AddUseItemCallback("", "shank1", "shanktegrunt", "ShankFunc", true);
 
 void ShankFunc(string &in asItem, string &in asEntity)
 {
 SetEntityActive("shanktegrunt", false);
 RemoveItem("shank1");
 }
 
 it doesnt error, it just doesnt work (its very basic I know) but is there some game error where you cant use the "ceremony_knife.ent" on a grunt? I want the player to shank the grunt with it and (for now) have the grunt disappear but he doesnt :\
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	| 06-22-2011, 08:58 PM |  |  
	
		| Roenlond   Senior Member
 
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			| RE: bug in my script! 
 
				ehm, where's your void OnStart()?
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	| 06-22-2011, 09:27 PM |  |  
	
		| rojkish   Junior Member
 
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			| RE: bug in my script! 
 
				 (06-22-2011, 09:27 PM)Roenlond Wrote:  ehm, where's your void OnStart()? 
Probably he just simply left it out. Perhaps you could make an area as large as the grunt? iirc you can use items on areas
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	| 06-22-2011, 09:35 PM |  |  
	
		| SLAMnesia   Member
 
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			| RE: bug in my script! 
 
				yeah, but how do i make the area stick to the grunt?and i left out the void OnStart of course
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	| 06-22-2011, 11:58 PM |  |  
	
		| rojkish   Junior Member
 
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			| RE: bug in my script! 
 
				You can't. Perhaps you should remake the scene to something else, it sucks I know, done it several times. Just find another solution than stabbing him.
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	| 06-23-2011, 01:27 AM |  |  
	
		| xiphirx   Senior Member
 
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			| RE: bug in my script! 
 
				Put the callback in onStart if you want it to work...
			 
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	| 06-23-2011, 03:17 AM |  |  
	
		| Rownbear   Member
 
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			| RE: bug in my script! 
 
				Try the void FadeEnemyToSmoke(string& asName, bool abPlaySound);
 Instantly fades an enemy to smoke.
 
 if just deactivate doesnt work
 
 void ShankFunc(string &in asItem, string &in asEntity)
 {
 FadeEnemyToSmoke("shankthegrunt", false);
 RemoveItem("shank1");
 }
 
 
				
(This post was last modified: 06-23-2011, 03:32 AM by Rownbear.)
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	| 06-23-2011, 03:31 AM |  |  
	
		| rojkish   Junior Member
 
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			| RE: bug in my script! 
 
				 (06-23-2011, 03:31 AM)Rownbear Wrote:  Try the void FadeEnemyToSmoke(string& asName, bool abPlaySound);
 Instantly fades an enemy to smoke.
 
 if just deactivate doesnt work
 
 void ShankFunc(string &in asItem, string &in asEntity)
 {
 FadeEnemyToSmoke("shankthegrunt", false);
 RemoveItem("shank1");
 }
 
Everything works out fine. Except the part where you use the dagger on the grunt, it doesn't work like that. So either he'll need another item, or perhaps a script area, or just rethink and do something new.
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	| 06-23-2011, 03:34 AM |  |  
	
		| Rownbear   Member
 
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			| RE: bug in my script! 
 
				 (06-23-2011, 03:34 AM)rojkish Wrote:   (06-23-2011, 03:31 AM)Rownbear Wrote:  Try the void FadeEnemyToSmoke(string& asName, bool abPlaySound);
 Instantly fades an enemy to smoke.
 
 if just deactivate doesnt work
 
 void ShankFunc(string &in asItem, string &in asEntity)
 {
 FadeEnemyToSmoke("shankthegrunt", false);
 RemoveItem("shank1");
 }
 Everything works out fine. Except the part where you use the dagger on the grunt, it doesn't work like that. So either he'll need another item, or perhaps a script area, or just rethink and do something new.
 
I played a custom story where I used the dagger on the grunt,  and you "killed" it. So it's possible with the dagger entity.
			 
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	| 06-23-2011, 08:49 PM |  |  
	
		| rojkish   Junior Member
 
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			| RE: bug in my script! 
 
				
Quote:I played a custom story where I used the dagger on the grunt,  and you "killed" it. So it's possible with the dagger entity. 
Were the grunt standing still? In that case it seems pretty clear. Otherwise,  could you perhaps link a script which works like that? It just seems weird since it didn't work out for me.
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	| 06-23-2011, 08:59 PM |  |  |