Synestral 
 
 
		
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	Joined: Aug 2011
	
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Enemy path script issue 
			 
			
				alright, so i have been trying to get an enemy to walk a path, and disapppear.  this is the script i have  void OnStart() 
 { 
 SetEntityPlayerInteractCallback("Monster_Key_1", "Spawn_Monster", true); 
} 
 
 void Spawn_Monster(string &in entity) 
 { 
SetEntityActive("servant_brute_1", true); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_1", float 0, string& ""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_2", float 0, string& ""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_3", float 0, string& ""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_4", float 0, string& ""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_5", float 0, string& ""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_6", float 0, string& ""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_5", float 0, string& ""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_4", float 0, string& ""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_3", float 0, string& ""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_2", float 0, string& ""); 
} 
 
void MosterEnd(string &in asParent, string &in asChild, int alState) 
{ 
    SetEntityActive("servant_grunt_1", false); 
}
 
and i get this error
 
FATAL ERROR: could not load script file 
'custom_stories/Stalker?maps/Beginning.hps'! 
main (9,60) : ERR : Expected '(' 
main (10,60) : ERR : Expected '(' 
main (11,60) : ERR : Expected '(' 
main (12,60) : ERR : Expected '(' 
main (13,60) : ERR : Expected '(' 
main (14,60) : ERR : Expected '(' 
main (15,60) : ERR : Expected '(' 
main (16,60) : ERR : Expected '(' 
main (17,60) : ERR : Expected '(' 
main (18,60) : ERR : Expected '('
   
Does anyone know ehat i am doing wrong?
 
			  
			
			
			
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	| 08-05-2011, 10:10 PM  | 
	
		
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		MrCookieh 
 
 
		
			Member 
			
			
			
 
			
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RE: Enemy path script issue 
			 
			
				Yours: 
void Spawn_Monster(string &in entity)
 How it should be:
 void Spawn_Monster(string &in asEntity)
 
you forgot the 'as' in front of the entity, and you put an e instead of an E.
 
ah, and remove those 'string&', same with the 'float'
			  
			
			
 
			
				
(This post was last modified: 08-05-2011, 10:24 PM by MrCookieh.)
 
				
			 
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	| 08-05-2011, 10:22 PM  | 
	
		
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		Apjjm 
 
 
		
			Is easy to say 
			
			
			
 
			
	Posts: 496 
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RE: Enemy path script issue 
			 
			
				void OnStart() 
 { 
 SetEntityPlayerInteractCallback("Monster_Key_1", "Spawn_Monster", true); 
} 
 
 void Spawn_Monster(string &in entity) 
 { 
SetEntityActive("servant_brute_1", true); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_1", 0,""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_2", 0,""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_3", 0,""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_4", 0,""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_5", 0,""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_6", 0,""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_5", 0,""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_4", 0,""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_3", 0,""); 
void AddEnemyPatrolNode("servant_grunt_1", "Node_2", 0,""); 
} 
 
void MosterEnd(string &in asParent, string &in asChild, int alState) 
{ 
    SetEntityActive("servant_grunt_1", false); 
}
 
Angelscript was interpreting the "float 0" as an attempted cast, which, incidentally, would be written "float(0)". This is not necessary, as the game can implicitly cast from integers to floats correctly.
 
Edit: 
The "asEntity" correction is unnecessary, you can call your identifiers anything as long as the function signature is correct - you could call it "giantMarshmellow" without a problem, if you really wanted   .
			  
			
			
			
				
(This post was last modified: 08-05-2011, 10:37 PM by Apjjm.)
 
				
			 
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	| 08-05-2011, 10:33 PM  | 
	
		
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