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		| JoeBradleyUK   Member
 
 Posts: 115
 Threads: 20
 Joined: Jul 2011
 Reputation: 
0
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			| Script Problem! 
 
				My Script won't work, what's wrong with it?    ////////////////////////////// Run when starting map
 void OnStart()
 {
 AddEntityCollideCallback("Player", "Storage_Scare", "Storage_Scare", true, 0);
 }
 
 
 void Storage_Scare(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("Storage_Enemy, true);
 AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_1", "0.1", "";
 AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_2", "0.1", "";
 AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_3", "0.1", "";
 AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_4", "0.1", "";
 AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_5", "0.1", "";
 AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_6", "0.1", "";
 AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_7", "0.1", "";
 AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_8", "0.1", "";
 AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_9", "0.1", "";
 }
 
 void FirstDiary(string &in item, int index)
 {
 ReturnOpenJournal(true);
 }
 
 ////////////////////////////
 // Run when entering map
 void OnEnter()
 {
 PlayMusic("04_amb.ogg", true, 0.7, 0.1, 0, true);
 }
 
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 StopMusic(0.4, 0);
 }
 :Work In Progress: Insanity
				
(This post was last modified: 07-18-2011, 10:16 PM by JoeBradleyUK.)
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	| 07-18-2011, 08:56 PM |  |  
	
		| Tanshaydar   From Beyond
 
 Posts: 3,085
 Threads: 17
 Joined: Mar 2009
 Reputation: 
67
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			| RE: Script Problem! 
 
				("Storage_Enemy, true);->
 ("Storage_Enemy", true);
 
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	| 07-18-2011, 08:58 PM |  |  
	
		| JoeBradleyUK   Member
 
 Posts: 115
 Threads: 20
 Joined: Jul 2011
 Reputation: 
0
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			| RE: Script Problem! 
 
				Ok, now that is working it seems that the path nodes (I think) are not working as I got a lot more errors than before!
 
 :Work In Progress: Insanity
				
(This post was last modified: 07-18-2011, 09:22 PM by JoeBradleyUK.)
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	| 07-18-2011, 09:07 PM |  |  
	
		| JenniferOrange   Senior Member
 
 Posts: 424
 Threads: 43
 Joined: Jun 2011
 Reputation: 
33
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			| RE: Script Problem! 
 
				AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_4", "0.1", ""; should be changed to AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_4", "0.1", "");*you have to remember to add the ending parenthesis! Fix that on all of your patrol nodes and it should work!*
 
 
 Ba-da bing, ba-da boom.
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	| 07-18-2011, 09:39 PM |  |  
	
		| JoeBradleyUK   Member
 
 Posts: 115
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 Joined: Jul 2011
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			| RE: Script Problem! 
 
				 (07-18-2011, 09:39 PM)JenniferOrange Wrote:  AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_4", "0.1", ""; should be changed to AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_4", "0.1", "");*you have to remember to add the ending parenthesis! Fix that on all of your patrol nodes and it should work!*
 
Oh thanks, aha that, was just a silly mistake which I didn't see some reason!  
  (07-18-2011, 10:14 PM)JoeBradleyUK Wrote:   (07-18-2011, 09:39 PM)JenniferOrange Wrote:  AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_4", "0.1", ""; should be changed to AddEnemyPatrolNode("Storage_Enemy", "PathNodeArea_4", "0.1", "");*you have to remember to add the ending parenthesis! Fix that on all of your patrol nodes and it should work!*
 Oh thanks, aha that, was just a silly mistake which I didn't see some reason!
  
Another thing, do monsters disappear on their own? If not how would I make them disappear at a certain pathnode?
			 
 :Work In Progress: Insanity
				
(This post was last modified: 07-18-2011, 10:17 PM by JoeBradleyUK.)
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	| 07-18-2011, 10:14 PM |  |  
	
		| MrCookieh   Member
 
 Posts: 157
 Threads: 8
 Joined: Jul 2011
 Reputation: 
0
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			| RE: Script Problem! 
 
				Monsters disappear, if they are hallucinations (coming near to you), or if they are standing around and have nothing to do. 
If you want them to disappear at a certain pathnode:
 void OnStart(){AddEntityCollideCallback("grunt", "pathnode", "function", true, 1);
 }
 
 void function(string &in asParent, string &in asChild, int alState){
 FadeEnemyToSmoke("grunt", false);
 }
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	| 07-18-2011, 10:25 PM |  |  
	
		| JoeBradleyUK   Member
 
 Posts: 115
 Threads: 20
 Joined: Jul 2011
 Reputation: 
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			| RE: Script Problem! 
 
				 (07-18-2011, 10:25 PM)MrCookieh Wrote:  Monsters disappear, if they are hallucinations (coming near to you), or if they are standing around and have nothing to do.
 If you want them to disappear at a certain pathnode:
 
 
 void OnStart(){AddEntityCollideCallback("grunt", "pathnode", "function", true, 1);
 }
 
 void function(string &in asParent, string &in asChild, int alState){
 FadeEnemyToSmoke("grunt", false);
 }
 
Thanks! You guys on the forum are really helpful    
 :Work In Progress: Insanity |  |  
	| 07-18-2011, 10:34 PM |  |  |