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		| Dizturbed   Member
 
 Posts: 160
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			| Script wont work 
 
				This is my script that wont work in-game, well I want a monster to spawn whenthe player enters an area, pretty easy I know, but it wont work, help please. void Onstart(){
 SetPlayerMoveSpeedMul(0.75f);
 SetPlayerRunSpeedMul(0.90f);
 PlayMusic("22_amb.ogg", true, 5, 4.0f, 0, false); //Plays music.
 AddEntityCollideCallback("Player", "SpawnSuitor", "SpawnMonster", true, 0);
 AddEntityCollideCallback("Suitor", "DepawnSuitor", "DespawnMonster", true, 0);
 AddUseItemCallback("", "key_tower_1", "level_wood_1", "UnlockDoor", true);
 }
 void SpawnMonster(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("Suitor", true);
 AddEnemyPatrolNode("Suitor", "PathNodeArea_1", 0, "");
 AddEnemyPatrolNode("Suitor", "PathNodeArea_2", 0, "");
 StartPlayerLookAt("Suitor", 10.0f, 10.0f, "");
 SetPlayerActive(false);
 PlayGuiSound("react_breath6.ogg", 1.0f);
 AddTimer("Timer", 2.5f, "NoLook");
 }
 void NoLook(string&in asTimer)
 {
 StopPlayerLookAt();
 AddTimer("Timer", 1.0f, "LookAtTree");
 SetEntityActive("Suitor_1", false);
 }
 void LookAtTree(string&in asTimer)
 {
 StartPlayerLookAt("falling_tree_1", 10.0f, 10.0f, "");
 PlayGuiSound("joint_bend_door.ogg", 10.0f);
 StartScreenShake(1.0f, 1.0f, 2.0f, 3.0f);
 AddTimer("Timer", 1.0f, "LookAtTree2");
 }
 void LookAtTree2(string&in asTimer)
 {
 SetEntityActive("falling_tree_2", true);
 SetEntityActive("falling_tree_1", false);
 PlayGuiSound("lurker_hit_wood4.ogg", 10.0f);
 AddTimer("Timer", 1.0f, "LookAtMonster");
 }
 void LookAtMonster(string&in asTimer)
 {
 AddEnemyPatrolNode("Suitor", "PathNodeArea_3", 0, "");
 SetEntityActive("Suitor", true);
 StartPlayerLookAt("Suitor", 10.0f, 10.0f, "");
 SetPlayerCrouching(true);
 GiveSanityDamage(50.0f, true);
 PlayGuiSound("react_pant2.ogg", 0.4f);
 PlayGuiSound("react_breath3.ogg", 1.0f);
 FadeOut(3.0f);
 }
 void DespawnMonster(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("Suitor", false);
 }
 
-Dizturbed
			
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	| 07-31-2011, 04:56 PM |  |  
	
		| ObsidianLegion   Member
 
 Posts: 173
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			| RE: Script wont work 
 
				 (07-31-2011, 04:56 PM)Dizturbed Wrote:  This is my script that wont work in-game, well I want a monster to spawn whenthe player enters an area, pretty easy I know, but it wont work, help please.
 
 -Dizturbedvoid Onstart(){
 SetPlayerMoveSpeedMul(0.75f);
 SetPlayerRunSpeedMul(0.90f);
 PlayMusic("22_amb.ogg", true, 5, 4.0f, 0, false); //Plays music.
 AddEntityCollideCallback("Player", "SpawnSuitor", "SpawnMonster", true, 0);
 AddEntityCollideCallback("Suitor", "DepawnSuitor", "DespawnMonster", true, 0);
 AddUseItemCallback("", "key_tower_1", "level_wood_1", "UnlockDoor", true);
 }
 void SpawnMonster(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("Suitor", true);
 AddEnemyPatrolNode("Suitor", "PathNodeArea_1", 0, "");
 AddEnemyPatrolNode("Suitor", "PathNodeArea_2", 0, "");
 StartPlayerLookAt("Suitor", 10.0f, 10.0f, "");
 SetPlayerActive(false);
 PlayGuiSound("react_breath6.ogg", 1.0f);
 AddTimer("Timer", 2.5f, "NoLook");
 }
 void NoLook(string&in asTimer)
 {
 StopPlayerLookAt();
 AddTimer("Timer", 1.0f, "LookAtTree");
 SetEntityActive("Suitor_1", false);
 }
 void LookAtTree(string&in asTimer)
 {
 StartPlayerLookAt("falling_tree_1", 10.0f, 10.0f, "");
 PlayGuiSound("joint_bend_door.ogg", 10.0f);
 StartScreenShake(1.0f, 1.0f, 2.0f, 3.0f);
 AddTimer("Timer", 1.0f, "LookAtTree2");
 }
 void LookAtTree2(string&in asTimer)
 {
 SetEntityActive("falling_tree_2", true);
 SetEntityActive("falling_tree_1", false);
 PlayGuiSound("lurker_hit_wood4.ogg", 10.0f);
 AddTimer("Timer", 1.0f, "LookAtMonster");
 }
 void LookAtMonster(string&in asTimer)
 {
 AddEnemyPatrolNode("Suitor", "PathNodeArea_3", 0, "");
 SetEntityActive("Suitor", true);
 StartPlayerLookAt("Suitor", 10.0f, 10.0f, "");
 SetPlayerCrouching(true);
 GiveSanityDamage(50.0f, true);
 PlayGuiSound("react_pant2.ogg", 0.4f);
 PlayGuiSound("react_breath3.ogg", 1.0f);
 FadeOut(3.0f);
 }
 void DespawnMonster(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("Suitor", false);
 }
 
 
Tell me what the error is. Assuming it comes up with one
			 
 "Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12 |  |  
	| 07-31-2011, 05:00 PM |  |  
	
		| Dizturbed   Member
 
 Posts: 160
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 Joined: Jun 2011
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			| RE: Script wont work 
 
				No errors, it just wont work.
			 
 |  |  
	| 07-31-2011, 05:01 PM |  |  
	
		| ObsidianLegion   Member
 
 Posts: 173
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 Joined: Jun 2011
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			| RE: Script wont work 
 
				 (07-31-2011, 05:01 PM)Dizturbed Wrote:  No errors, it just wont work. 
I have the same problem. I don't know what's wrong I'm sorry. Suffice to say your script is fine.
			 
 "Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12 |  |  
	| 07-31-2011, 05:02 PM |  |  
	
		| MrCookieh   Member
 
 Posts: 157
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 Joined: Jul 2011
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			| RE: Script wont work 
 
				Are you sure that your areas/your monster has the right name?
 Otherwise,
 AddEntityCollideCallback("Player", "SpawnSuitor", "SpawnMonster", true, 1);
 AddEntityCollideCallback("Suitor", "DepawnSuitor", "DespawnMonster", true, 1);
 
 try this. I don't know why it shouldn't work with 0, but I only took a fast look at it and couldn't find anything else
 
 
				
(This post was last modified: 07-31-2011, 05:06 PM by MrCookieh.)
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	| 07-31-2011, 05:05 PM |  |  
	
		| Dizturbed   Member
 
 Posts: 160
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 Joined: Jun 2011
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			| RE: Script wont work 
 
				Still doesn't work : /
			 
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	| 07-31-2011, 05:09 PM |  |  
	
		| MrCookieh   Member
 
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			| RE: Script wont work 
 
				ah, now I see.you wrote void Onstart()
 it should be void OnStart()
 
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	| 07-31-2011, 05:11 PM |  |  
	
		| Dizturbed   Member
 
 Posts: 160
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 Joined: Jun 2011
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			| RE: Script wont work 
 
				OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH.. MYY.. GOD!Thanks, im so freakin dumb!
 
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	| 07-31-2011, 05:13 PM |  |  
	
		| ObsidianLegion   Member
 
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			| RE: Script wont work 
 
				 (07-31-2011, 05:11 PM)MrCookieh Wrote:  ah, now I see.you wrote void Onstart()
 it should be void OnStart()
 
Dude!!! :S Help meeee! No solution to mine    
 "Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12 |  |  
	| 07-31-2011, 05:27 PM |  |  
	
		| Kyle   Posting Freak
 
 Posts: 911
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			| RE: Script wont work 
 
				 (07-31-2011, 05:27 PM)Lolnesia09 Wrote:   (07-31-2011, 05:11 PM)MrCookieh Wrote:  ah, now I see.you wrote void Onstart()
 it should be void OnStart()
 Dude!!! :S Help meeee! No solution to mine
  
No solution to yours what? Show your script so I can look at it if it's a script.
 
Edit: Nevermind, I know what you're asking for.    
 
				
(This post was last modified: 07-31-2011, 05:29 PM by Kyle.)
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	| 07-31-2011, 05:28 PM |  |  |