Tanshaydar   
 
 
		
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RE: Area Triggers Help! 
  
			 
			
				void OnPickup(string &in entity){ 
     AddEntityCollideCallback("Player", "mainatticscare", "OnScare", true, 1); 
You didn't close the block, there is a { to open, but there is no } to close.
			
			
			
 
			
		  
	
 
 
	08-17-2011, 03:22 PM   
	
		
	 
 
	
		 
		JetlinerX   
 
 
		
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RE: Area Triggers Help! 
  
			 
			
				Added the closing bracket, get the same errors.
 
Pictures!  
 
My Code: 
Spoiler below!   
 
void OnEnter () 
{ 
AddEntityCollideCallback("Player", "attic_sound_scare1", "Noise", true, 1); 
} 
void Noise(string &in asParent, string &in asChild, int alState) 
{ 
PlaySoundAtEntity("", "amb_idle_whimp.snt", "attic_sound_scare1", 0.0f, true); 
PlaySoundAtEntity("", "insanity_baby_cry.snt", "attic_sound_scare1", 0.0f, true); 
PlaySoundAtEntity("", "door_level_cistern_close.snt", "attic_sound_scare1", 0.0f, true); 
PlaySoundAtEntity("", "general_thunder.snt", "attic_sound_scare1", 0.0f, true); 
PlaySoundAtEntity("", "break_stairs.snt", "attic_sound_scare1", 0.0f, true); 
PlaySoundAtEntity("", "lurker_hit_Wood", "mainatticscare", 0, false); 
} 
SetEntityPlayerInteractCallback("note_attic_desk1", "OnPickup", true); 
	 void OnPickup(string &in entity){ 
		 AddEntityCollideCallback("Player", "mainatticscare", "OnScare", true, 1); 
} 
 
 
void OnScare(string &in parent, string &in child, int state){ 
     if (parent == "Player" && child == "mainatticscare") 
     { 
         GiveSanityDamage(20, true); 
		 SetPlayerActive(false); 
		 AddPlayerBodyForce(-40000, 25000, 0, false); 
		 FadePlayerRollTo(75, 3, 2); 
		 StartPlayerLookAt("level_celler_1", 2, 2, ""); 
		 SetPlayerCrouching(true); 
		 AddTimer("", 2, "viimenen2"); 
		 AddTimer("", 10, "viimenen6"); 
		 GivePlayerDamage(10, "BloodSplat", false, false); 
		 SetLanternDisabled(true); 
		 PlaySoundAtEntity("", "player_bodyfall", "Player", 0, false); 
		 FadeRadialBlurTo(1, 0.5); 
     } 
void OnLeave () 
{ 
} 
 
 
 
Hope that helps!
			
 
			
			
 
			
				
(This post was last modified: 08-17-2011, 04:23 PM by JetlinerX .) 
 
				
			 
		  
	
 
 
	08-17-2011, 03:36 PM   
	
		
	 
 
	
		 
		JetlinerX   
 
 
		
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RE: Area Triggers Help! 
  
			 
			
				Anyone got some more ideas??
			
			
			
 
			
		  
	
 
 
	08-17-2011, 04:39 PM   
	
		
	 
 
	
		 
		Tanshaydar   
 
 
		
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RE: Area Triggers Help! 
  
			 
			
				You don't have an OnStart() function in your code. 
 
SetEntityPlayerInteractCallback("note_attic_desk1", "OnPickup", true); 
is not in any function block, you need to put it in your OnStart() function.
			
			
			
 
			
		  
	
 
 
	08-17-2011, 05:24 PM   
	
		
	 
 
	
		 
		JetlinerX   
 
 
		
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RE: Area Triggers Help! 
  
			 
			
				...I dont understand...  What should the code look like in order to clear those errors?
New Code, 
Still getting the "OnStart" error, and now I get an Expected Identifier for line 16.  
void OnStart () 
{ 
AddEntityCollideCallback("Player", "attic_sound_scare1", "Noise", true, 1); 
SetEntityPlayerInteractCallback("note_attic_desk", "OnPickup", true); 
AddEntityCollideCallback("Player", "mainatticscare", "OnScare", true, 1); 
} 
void Noise(string &in asParent, string &in asChild, int alState) 
{ 
PlaySoundAtEntity("", "amb_idle_whimp.snt", "attic_sound_scare1", 0.0f, true); 
PlaySoundAtEntity("", "insanity_baby_cry.snt", "attic_sound_scare1", 0.0f, true); 
PlaySoundAtEntity("", "door_level_cistern_close.snt", "attic_sound_scare1", 0.0f, true); 
PlaySoundAtEntity("", "general_thunder.snt", "attic_sound_scare1", 0.0f, true); 
PlaySoundAtEntity("", "break_stairs.snt", "attic_sound_scare1", 0.0f, true); 
PlaySoundAtEntity("", "lurker_hit_Wood", "mainatticscare", 0, false); 
} 
OnPickup("note_attic_desk"); 
void OnScare(string &in parent, string &in child, int state){ 
     if (parent == "Player" && child == "mainatticscare") 
     { 
         GiveSanityDamage(20, true); 
         SetPlayerActive(false); 
         AddPlayerBodyForce(-40000, 25000, 0, false); 
         FadePlayerRollTo(75, 3, 2); 
         StartPlayerLookAt("level_celler_1", 2, 2, ""); 
         SetPlayerCrouching(true); 
         AddTimer("", 2, "viimenen2"); 
         AddTimer("", 10, "viimenen6"); 
         GivePlayerDamage(10, "BloodSplat", false, false); 
         SetLanternDisabled(true); 
         PlaySoundAtEntity("", "player_bodyfall", "Player", 0, false); 
         FadeRadialBlurTo(1, 0.5); 
     } 
     } 
void OnLeave () 
{ 
}
 
			 
			
			
 
			
				
(This post was last modified: 08-17-2011, 06:22 PM by JetlinerX .) 
 
				
			 
		  
	
 
 
	08-17-2011, 05:32 PM   
	
		
	 
 
	
		 
		Tanshaydar   
 
 
		
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RE: Area Triggers Help! 
  
			 
			
				OnPickup("note_attic_desk"); 
 
What is this?
			
			
			
 
			
		  
	
 
 
	08-17-2011, 07:01 PM   
	
		
	 
 
	
		 
		JetlinerX   
 
 
		
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RE: Area Triggers Help! 
  
			 
			
				I need the "mainatticscare" area to be in-active until the player picks up "note_attic_desk"  Then I need it to be active again, so that was my attempt at that code.  Can you tell me the right code? 
 
Also, how do I work timers?  Because as it is, the player just spins around, not moving, with blurred vision because I dont have a working timer.  What can I do to make those two timers work?
			
			
			
 
			
				
(This post was last modified: 08-17-2011, 07:16 PM by JetlinerX .) 
 
				
			 
		  
	
 
 
	08-17-2011, 07:14 PM   
	
		
	 
 
	
		 
		GreyFox   
 
 
		
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RE: Area Triggers Help! 
  
			 
			
				On Pickup?  
 
I believe that is not a correct functions. you could do SetEntityPlayerInteractCallback so when you interact with that certain Entity (IE a Note, Latern, Potion, etc) you could make it activate whatever you want like a trigger or a sound or anything.  
 
-Grey Fox
			
			
			
 
Current Project
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	08-17-2011, 07:17 PM   
	
		
	 
 
	
		 
		JetlinerX   
 
 
		
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RE: Area Triggers Help! 
  
			 
			
				I have a SetEntityPlayerInteractCallback, but how do I make it activate the area after picking up the note?  My current code is:
void OnStart() 
{ 
        AddEntityCollideCallback("Player", "attic_sound_scare1", "OnStart", true, 1); 
        SetEntityPlayerInteractCallback("note_attic_desk", "OnPickup", true); 
        AddEntityCollideCallback("Player", "mainatticscare", "OnPickup", true, 1); 
} 
void OnStart(string &in asParent, string &in asChild, int alState) 
{ 
        PlaySoundAtEntity("", "amb_idle_whimp.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "insanity_baby_cry.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "door_level_cistern_close.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "general_thunder.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "break_stairs.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "lurker_hit_Wood", "mainatticscare", 0, false); 
} 
void OnPickup(string &in parent, string &in child, int state) 
{ 
     if (parent == "Player" && child == "mainatticscare") 
     { 
         GiveSanityDamage(20, true); 
         SetPlayerActive(false); 
         AddPlayerBodyForce(-40000, 25000, 0, false); 
         FadePlayerRollTo(75, 3, 2); 
         StartPlayerLookAt("level_celler_1", 2, 2, ""); 
         SetPlayerCrouching(true); 
         AddTimer("", 2, "Timer1"); 
         AddTimer("", 10, "Timer2"); 
         GivePlayerDamage(10, "BloodSplat", false, false); 
         SetLanternDisabled(true); 
         PlaySoundAtEntity("", "player_bodyfall", "Player", 0, false); 
         FadeRadialBlurTo(1, 0.5); 
     } 
} 
void OnLeave () 
{ 
}
The "OnStart, OnPickup" are both just space fillers because I have NO IDEA what to add there xD
AERGG!!! I am so close! New Code:
void OnStart() 
{ 
        AddEntityCollideCallback("Player", "attic_sound_scare1", "OnStart", true, 1); 
        SetEntityPlayerInteractCallback("note_attic_desk", "OnPickup", true); 
        AddEntityCollideCallback("Player", "mainatticscare", "OnPickup", true, 1); 
} 
void OnStart(string &in asParent, string &in asChild, int alState) 
{ 
        PlaySoundAtEntity("", "amb_idle_whimp.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "insanity_baby_cry.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "door_level_cistern_close.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "general_thunder.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "break_stairs.snt", "attic_sound_scare1", 0.0f, true); 
        PlaySoundAtEntity("", "lurker_hit_Wood.snt", "mainatticscare", 0, true); 
} 
void OnPickup(string &in parent, string &in child, int state) 
{ 
     if (parent == "Player" && child == "note_attic_desk") 
     { 
        CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor1", false);     
        CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor1", false); 
        CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor2", false);     
        CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor2", false); 
        CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor3", false);     
        CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor3", false); 
        CreateParticleSystemAtEntity("", "ps_dust_impact", "Partdoor4", false);     
        CreateParticleSystemAtEntity("", "ps_door_damage_wood", "Partdoor4", false); 
        PlaySoundAtEntity("", "lurker_hit_Wood", "Player", 0, false); 
        GiveSanityDamage(20, true); 
        SetPlayerActive(false); 
        AddPlayerBodyForce(-40000, 25000, 0, false); 
        FadePlayerRollTo(75, 3, 2); 
        StartPlayerLookAt("level_celler_1", 2, 2, ""); 
        SetPlayerCrouching(true); 
        AddTimer("", 2, "Timer1"); 
        AddTimer("", 10, "Timer2"); 
        GivePlayerDamage(10, "BloodSplat", false, false); 
        SetLanternDisabled(true); 
        PlaySoundAtEntity("", "player_bodyfall", "Player", 0, false); 
        FadeRadialBlurTo(1, 0.5); 
     } 
} 
void OnLeave () 
{ 
}
Someone please just tell me how to make an area inactive until a note is picked up, then the area activates! PLEASE!!!!!!!!!!!!!
			
 
			
			
 
			
				
(This post was last modified: 08-17-2011, 08:17 PM by JetlinerX .) 
 
				
			 
		  
	
 
 
	08-17-2011, 07:21 PM   
	
		
	 
 
	
		 
		Homicide13   
 
 
		
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RE: Area Triggers Help! 
  
			 
			
				Just use a local variable. 
 
When the player picks up the note, have it set the variable to 1 [ SetLocalVarInt("nameofvar",1); ].  Then when the player enters the area you want them to trigger after they've picked up the note, just use the if than script to check if the variable is 1 [ if(GetLocalVarInt("nameofvar") == 1) {} ] and have one of the functions that runs in the if than script remove the collide callback for the area (set your original collide callback function to not auto-remove itself). 
 
you don't need to worry about initializing the variable, it creates itself the first time it's used. 
 
Hope that helps!
			
			
			
 
			
		  
	
 
 
	08-18-2011, 06:56 AM