GreyFox 
 
 
		
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Waking up at intro 
			 
			
				Hello I Know theres another thread about this but I tried that and I don't know what to do. I tried putting it in but it doesn't work comes up with 2 errors,  
First one (3,16) :ERR  :Expected ',' or ';' 
Second one (31,1) :ERR  :Unexpected token '{'
 //////////////////////////// 
// Run first time starting map 
void OnStart() wakeUp(); 
 
void wakeUp ()  
 
{ 
    FadeOut(0);     // Instantly fades the screen out. (Good for starting the game) 
    FadeIn(20);      // Amount of seconds the fade in takes 
    FadeImageTrailTo(2, 2); 
    FadeSepiaColorTo(100, 4); 
    SetPlayerActive(false);     
    FadePlayerRollTo(50, 220, 220);                 // "Tilts" the players head 
    FadeRadialBlurTo(0.15, 2); 
    SetPlayerCrouching(true);              // Simulates being on the ground 
    AddTimer("trig1", 11.0f, "beginStory");            // Change '11.0f' to however long you want the 'unconciousness' to last 
} 
 
void beginStory(string &in asTimer) 
 
{ 
    ChangePlayerStateToNormal(); 
    SetPlayerActive(true); 
    FadePlayerRollTo(0, 33, 33);        // Change all settings to defaults 
    FadeRadialBlurTo(0.0, 1); 
    FadeSepiaColorTo(0, 4); 
    SetPlayerCrouching(false); 
    FadeImageTrailTo(0,1); 
} 
 
{ 
SetEntityPlayerInteractCallback("Mansion_5", "MonsterActivate", true); 
AddUseItemCallback("", "LockedDoorKey_1", "LockedDoor_1", "UsedKeyOnDoor", true);     
AddUseItemCallback("", "Key_2", "Door_2", "UsedKeyOnDoor2", true); 
AddEntityCollideCallback("Player", "Scare_1", "CollideScare_1", true, 1); 
AddEntityCollideCallback("Player", "Doorslam_1", "CollideDoorslam_1", true, 1); 
AddEntityCollideCallback("Player", "MonsterActivate", "CollideMonsterActivate", true, 1); 
SetEntityPlayerInteractCallback("NoteActivate", "MonsterActivate2", true); 
AddEntityCollideCallback("Frank_2", "Frank2Deactivate", "CollideFrank2Deactivate", true, 1); 
AddUseItemCallback("", "Key_3", "Door_4", "UsedKeyOnDoor3", true); 
AddEntityCollideCallback("Player", "DoorSlam_5", "CollideDoorSlam_5", true, -1); 
AddEntityCollideCallback("Player", "Music_1", "CollideMusic_1", true, 1); 
} 
 
void MonsterActivate(string &in Entity) 
{ 
    SetEntityActive("Frank", true); 
    GiveSanityDamage(10, true); 
} 
 
void UsedKeyOnDoor(string &in asItem, string &in asEntity) 
{ 
    SetSwingDoorLocked("LockedDoor_1", false, true); 
    PlaySoundAtEntity("", "unlock_door", "LockedDoor_1", 0, false); 
    RemoveItem("LockedDoorKey_1"); 
} 
 
void UsedKeyOnDoor2(string &in asItem, string &in asEntity) 
{ 
    SetSwingDoorLocked("Door_2", false, true); 
    PlaySoundAtEntity("", "unlock_door", "Door_2", 0, false); 
    RemoveItem("Key_2"); 
} 
 
void CollideScare_1(string &in asParent, string &in asChild, int alState) 
{ 
    SetSwingDoorLocked("ScareDoor_1", true, true); 
} 
 
void CollideDoorslam_1(string &in asParent, string &in asChild, int alState) 
{ 
    SetSwingDoorClosed("LockedDoor_1", true, true); 
} 
 
void MonsterActivate2(string &in Entity) 
{ 
    SetEntityActive("Frank_2", true); 
    GiveSanityDamage(30, true); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_5", 0, ""); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_7", 0, ""); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_12", 5.0, "idle_extra1"); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_26", 0, ""); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_27", 0, ""); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_34", 0, ""); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_36", 0, ""); 
} 
 
void CollideFrank2Deactivate(string &in asParent, string &in asChild, int alState) 
{ 
    FadeEnemyToSmoke("Frank_2",false); 
} 
 
void UsedKeyOnDoor3(string &in asItem, string &in asEntity) 
{ 
    SetSwingDoorLocked("Door_4", false, true); 
    PlaySoundAtEntity("", "unlock_door", "Door_4", 0, false); 
    RemoveItem("TunnelOfDeath"); 
} 
 
void CollideScare_1(string &in asParent, string &in asChild, int alState) 
{ 
    SetSwingDoorClosed("ScareDoor_5", true, true); 
} 
 
void CollideMusic_1(string &in asParent, string &in asChild, int alState) 
{ 
    PlayMusic("general_piano01.ogg", true, 0.8, 3.0, 0,); 
} 
 
//////////////////////////// 
// Run when entering map 
void OnEnter() 
{ 
 
} 
 
/////////////////////////// 
//Run when leaving map 
void OnLeave() 
{ 
 
}
  
I Hope someone can help  
Thank you
 
-Grey Fox
			  
			
			
 
Current Project 
Forgotten  
			
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	| 07-26-2011, 04:36 AM  | 
	
		
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		Obliviator27 
 
 
		
			Posting Freak 
			
			
			
 
			
	Posts: 792 
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RE: Waking up at intro 
			 
			
				//////////////////////////// 
// Run first time starting map 
void OnStart()  
{ 
SetEntityPlayerInteractCallback("Mansion_5", "MonsterActivate", true); 
AddUseItemCallback("", "LockedDoorKey_1", "LockedDoor_1", "UsedKeyOnDoor", true);     
AddUseItemCallback("", "Key_2", "Door_2", "UsedKeyOnDoor2", true); 
AddEntityCollideCallback("Player", "Scare_1", "CollideScare_1", true, 1); 
AddEntityCollideCallback("Player", "Doorslam_1", "CollideDoorslam_1", true, 1); 
AddEntityCollideCallback("Player", "MonsterActivate", "CollideMonsterActivate", true, 1); 
SetEntityPlayerInteractCallback("NoteActivate", "MonsterActivate2", true); 
AddEntityCollideCallback("Frank_2", "Frank2Deactivate", "CollideFrank2Deactivate", true, 1); 
AddUseItemCallback("", "Key_3", "Door_4", "UsedKeyOnDoor3", true); 
AddEntityCollideCallback("Player", "DoorSlam_5", "CollideDoorSlam_5", true, -1); 
AddEntityCollideCallback("Player", "Music_1", "CollideMusic_1", true, 1); 
 
wakeUp(); 
} 
void wakeUp () 
 
{ 
    FadeOut(0);     // Instantly fades the screen out. (Good for starting the game) 
    FadeIn(20);      // Amount of seconds the fade in takes 
    FadeImageTrailTo(2, 2); 
    FadeSepiaColorTo(100, 4); 
    SetPlayerActive(false);     
    FadePlayerRollTo(50, 220, 220);                 // "Tilts" the players head 
    FadeRadialBlurTo(0.15, 2); 
    SetPlayerCrouching(true);              // Simulates being on the ground 
    AddTimer("trig1", 11.0f, "beginStory");            // Change '11.0f' to however long you want the 'unconciousness' to last 
} 
 
void beginStory(string &in asTimer) 
 
{ 
    ChangePlayerStateToNormal(); 
    SetPlayerActive(true); 
    FadePlayerRollTo(0, 33, 33);        // Change all settings to defaults 
    FadeRadialBlurTo(0.0, 1); 
    FadeSepiaColorTo(0, 4); 
    SetPlayerCrouching(false); 
    FadeImageTrailTo(0,1); 
} 
 
void MonsterActivate(string &in Entity) 
{ 
    SetEntityActive("Frank", true); 
    GiveSanityDamage(10, true); 
} 
 
void UsedKeyOnDoor(string &in asItem, string &in asEntity) 
{ 
    SetSwingDoorLocked("LockedDoor_1", false, true); 
    PlaySoundAtEntity("", "unlock_door", "LockedDoor_1", 0, false); 
    RemoveItem("LockedDoorKey_1"); 
} 
 
void UsedKeyOnDoor2(string &in asItem, string &in asEntity) 
{ 
    SetSwingDoorLocked("Door_2", false, true); 
    PlaySoundAtEntity("", "unlock_door", "Door_2", 0, false); 
    RemoveItem("Key_2"); 
} 
 
void CollideScare_1(string &in asParent, string &in asChild, int alState) 
{ 
    SetSwingDoorLocked("ScareDoor_1", true, true); 
} 
 
void CollideDoorslam_1(string &in asParent, string &in asChild, int alState) 
{ 
    SetSwingDoorClosed("LockedDoor_1", true, true); 
} 
 
void MonsterActivate2(string &in Entity) 
{ 
    SetEntityActive("Frank_2", true); 
    GiveSanityDamage(30, true); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_5", 0, ""); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_7", 0, ""); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_12", 5.0, "idle_extra1"); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_26", 0, ""); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_27", 0, ""); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_34", 0, ""); 
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_36", 0, ""); 
} 
 
void CollideFrank2Deactivate(string &in asParent, string &in asChild, int alState) 
{ 
    FadeEnemyToSmoke("Frank_2",false); 
} 
 
void UsedKeyOnDoor3(string &in asItem, string &in asEntity) 
{ 
    SetSwingDoorLocked("Door_4", false, true); 
    PlaySoundAtEntity("", "unlock_door", "Door_4", 0, false); 
    RemoveItem("TunnelOfDeath"); 
} 
 
void CollideScare_1(string &in asParent, string &in asChild, int alState) 
{ 
    SetSwingDoorClosed("ScareDoor_5", true, true); 
} 
 
void CollideMusic_1(string &in asParent, string &in asChild, int alState) 
{ 
    PlayMusic("general_piano01.ogg", true, 0.8, 3.0, 0,); 
} 
 
//////////////////////////// 
// Run when entering map 
void OnEnter() 
{ 
 
} 
 
/////////////////////////// 
//Run when leaving map 
void OnLeave() 
{ 
 
} 
 
You didn't put wakeUp in the OnStart set, and you also left your collidecallbacks out. Feel free to PM me or add me on Steam if you like. I'm not the best scripter, but I can do what I can. 
Steam: Obliviator27
			 
			
			
			
				
(This post was last modified: 07-26-2011, 05:10 AM by Obliviator27.)
 
				
			 
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	| 07-26-2011, 05:09 AM  | 
	
		
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		GreyFox 
 
 
		
			Member 
			
			
			
 
			
	Posts: 162 
	Threads: 23 
	Joined: Jul 2011
	
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RE: Waking up at intro 
			 
			
				Thank you so much, it worked I didn't know it ment where all my commands were. anyways I will add you on steam (im on 24/7) thank you once again.  
 
-Grey Fox
			 
			
			
 
Current Project 
Forgotten  
			
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	| 07-26-2011, 05:34 AM  | 
	
		
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