Rapture
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Scripting Help
Hi, I'm new to scripting so I've been mostly copying, pastying and guessing at what goes where. I think my scripting is not working at the parameters for a function called "RosePetals". I'm not sure what to put in it.
void RosePetal()
{
SetEntityInteractionDisabled("carpet_moveable_1", false);
StartPlayerLookAt("RosePetals", 5.0f, 5.0f, "");
CreateParticleSystemAtEntity("RosePetals", "ps_rose_petals_loop.ps", "RosePetals", false);
AddDebugMessage("Petals Are gonna Fall!", false);
}
Basically I have a entity that is disabled
AddEntityCollideCallback("Player", "LookToSafety", "RosePetal", true, 1);
So when I first enter the area where the monsters will spawn up, it will activate the area just back in the room.
void MonsterFunction1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("LookToSafety", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_1", 1.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_3", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_4", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_5", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_6", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_7", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_8", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_9", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_54", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_55", 0.0f, "");
SetEntityActive("servant_grunt_3", true);
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_10", 1.0f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_11", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_12", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_13", 0.00f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_14", 0.00f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_15", 0.00f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_8", 0.00f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_9", 0.00f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_54", 0.00f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_55", 0.00f, "");
AddDebugMessage("Monsters Work", false);
}
So basically I want my area called RosePetal to work. Here is the entire script. Anyone that can help would be awesome!
Is their any way to upload the map? It won't let me since it doesn't support the file extension.
void OnStart()
{
SetEntityInteractionDisabled("carpet_moveable_1", true);
AddUseItemCallback("", "key_study_1", "prison_1", "UnlockDoor", true);
AddEntityCollideCallback("Player", "StartMonsters", "MonsterFunction1", true, 1);
AddEntityCollideCallback("Player", "MonsterMove", "MonsterFunction2", true, 1);
AddEntityCollideCallback("Player", "LookToSafety", "RosePetal", true, 1);
}
void Intro()
{
}
void OnEnter()
{
}
void MonsterFunction1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("LookToSafety", true);
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_1", 1.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_3", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_4", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_5", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_6", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_7", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_8", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_9", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_54", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_55", 0.0f, "");
SetEntityActive("servant_grunt_3", true);
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_10", 1.0f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_11", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_12", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_13", 0.00f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_14", 0.00f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_15", 0.00f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_8", 0.00f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_9", 0.00f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_54", 0.00f, "");
AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_55", 0.00f, "");
AddDebugMessage("Monsters Work", false);
}
void RosePetal()
{
SetEntityInteractionDisabled("carpet_moveable_1", false);
StartPlayerLookAt("RosePetals", 5.0f, 5.0f, "");
CreateParticleSystemAtEntity("RosePetals", "ps_rose_petals_loop.ps", "RosePetals", false);
AddDebugMessage("Petals Are gonna Fall!", false);
}
void MonsterFunction2(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("enemy_suitor_1", true);
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_26", 1.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_16", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_17", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_18", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_19", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_20", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_21", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_22", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_23", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_24", 0.0f, "");
AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_25", 0.0f, "");
}
void KeyStart(string &in entity, string &in type)
{
PlayMusic("10_puzzle02.ogg", false, 0.7, 0.1, 10, false);
SetEntityActive("servant_grunt_9", true);
AddEnemyPatrolNode("servant_grunt_9", "PathNodeArea_55", 0.0f, "");
}
void UnlockDoor(string &in entity, string &in type)
{
SetSwingDoorLocked("prison_1", false, true);
PlaySoundAtEntity("unlocksound", "unlock_door.snt", "Player", 0.0f, false);
GiveSanityBoostSmall();
RemoveItem("key_study_1");
}
(This post was last modified: 07-19-2011, 08:08 PM by Rapture.)
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07-19-2011, 07:38 PM |
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xtron
Senior Member
Posts: 402
Threads: 37
Joined: May 2011
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2
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RE: Scripting Help
Hmm...I think that Areas can't be active/deactivated by script.
only entites
SetENTITYactive.
Dubstep <3
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07-19-2011, 07:41 PM |
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Tanshaydar
From Beyond
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RE: Scripting Help
Areas can be activated and deactivated. I use it a lot.
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07-19-2011, 07:47 PM |
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xtron
Senior Member
Posts: 402
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Joined: May 2011
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RE: Scripting Help
Okay thanks Tanshaydar. I didn't know that.
Dubstep <3
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07-19-2011, 07:50 PM |
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Rapture
Posting Freak
Posts: 1,078
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Joined: May 2011
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RE: Scripting Help
(07-19-2011, 07:50 PM)xtron Wrote: Okay thanks Tanshaydar. I didn't know that. Ya same. But what the parameters, I don't know what to put in the () to make it work.
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07-19-2011, 07:51 PM |
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MrCookieh
Member
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RE: Scripting Help
string &in asParent, string &in asChild, int alState
the same like your other AddEntityCollideCallback
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07-19-2011, 07:58 PM |
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Rapture
Posting Freak
Posts: 1,078
Threads: 79
Joined: May 2011
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RE: Scripting Help
(07-19-2011, 07:58 PM)MrCookieh Wrote: string &in asParent, string &in asChild, int alState
the same like your other AddEntityCollideCallback Sweet, Thank you!
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07-19-2011, 08:08 PM |
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