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		| MGermundsson   Junior Member
 
 Posts: 23
 Threads: 3
 Joined: Aug 2011
 Reputation: 
0
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			| Script not running! 
 
				Help! 
I am trying to activate an enemy (+ patrolnodes), make the player look at him for 1 second, then be able to look freely but noticing boxes in your way that wasn't there before! I get no error, it simply doesn't do anything at all, i tried the .hps file to activate the enemy as soon as it started and the .hps works fine...but not the script! Please help!
 void OnEnter(){
 AddEntityCollideCallback("Player", "AreaChaseGrunt", "ActivateChaseGrunt", true, 1);
 AddEntityCollideCallback("servant_brute_1", "ScriptArea2", "Monsterdeactive", true, 1);
 SetEntityActive("ge_box_wood01_1", false);
 SetEntityActive("ge_box_wood01_2", false);
 SetEntityActive("ge_box_wood01_3", false);
 SetEntityActive("ge_box_wood01_4", false);
 SetEntityActive("ge_box_wood01_5", false);
 SetEntityActive("ge_box_wood01_6", false);
 SetEntityActive("ge_box_wood01_7", false);
 SetEntityActive("ge_box_wood01_8", false);
 }
 
 void ActivateChaseGrunt(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("servant_brute_1", true);
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 1, "");
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 1, "");
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 1, "");
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 1, "");
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_5", 1, "");
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_6", 1, "");
 StartPlayerLookAt("servant_brute_1", 10.0f, 10.0f, "");
 AddTimer("StopStare", 1, "StopPlayerLookAt");
 }
 
 void StopPlayerLookAt(string &in asTimer)
 {
 StopPlayerLookAt();
 SetEntityActive("ge_box_wood01_1", true);
 SetEntityActive("ge_box_wood01_2", true);
 SetEntityActive("ge_box_wood01_3", true);
 SetEntityActive("ge_box_wood01_4", true);
 SetEntityActive("ge_box_wood01_5", true);
 SetEntityActive("ge_box_wood01_6", true);
 SetEntityActive("ge_box_wood01_7", true);
 SetEntityActive("ge_box_wood01_8", true);
 }
 
 void Monsterdeactive(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("servant_brute_1", false);
 }
 
 void OnLeave()
 {
 
 }
I can't see any bugs in the code...so please help me, i have done everything i could think of!!![/font]
			
				
(This post was last modified: 08-26-2011, 10:06 PM by MGermundsson.)
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	| 08-26-2011, 07:00 PM |  |  
	
		| Kyle   Posting Freak
 
 Posts: 911
 Threads: 36
 Joined: Sep 2010
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7
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			| RE: Script not running! 
 
				Right when I saw it, I've seen a major problem. Change "void OnEnter()" to "void OnStart()".
			 
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	| 08-26-2011, 07:24 PM |  |  
	
		| MGermundsson   Junior Member
 
 Posts: 23
 Threads: 3
 Joined: Aug 2011
 Reputation: 
0
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			| RE: Script not running! 
 
				No! It doesn't work!
 I see no reason for it not to work!
 I have the area and script named the same. So i don't see why it don't want to work!
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	| 08-26-2011, 07:31 PM |  |  
	
		| Kyle   Posting Freak
 
 Posts: 911
 Threads: 36
 Joined: Sep 2010
 Reputation: 
7
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			| RE: Script not running! 
 
				Is there an error report? :/
			 
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	| 08-26-2011, 08:00 PM |  |  
	
		| Elven   Posting Freak
 
 Posts: 862
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26
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			| RE: Script not running! 
 
				Make sure you don't have double OnStart() now   
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	| 08-26-2011, 08:04 PM |  |  
	
		| MGermundsson   Junior Member
 
 Posts: 23
 Threads: 3
 Joined: Aug 2011
 Reputation: 
0
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			| RE: Script not running! 
 
				No there's no error report and i only have one onStart()!
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	| 08-26-2011, 08:22 PM |  |  
	
		| Kyle   Posting Freak
 
 Posts: 911
 Threads: 36
 Joined: Sep 2010
 Reputation: 
7
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			| RE: Script not running! 
 
				Try this: void OnStart(){
 AddEntityCollideCallback("Player", "AreaChaseGrunt", "ActivateChaseGrunt", true, 1);
 AddEntityCollideCallback("servant_brute_1", "ScriptArea2", "Monsterdeactive", true, 1);
 SetEntityActive("ge_box_wood01_1", false);
 SetEntityActive("ge_box_wood01_2", false);
 SetEntityActive("ge_box_wood01_3", false);
 SetEntityActive("ge_box_wood01_4", false);
 SetEntityActive("ge_box_wood01_5", false);
 SetEntityActive("ge_box_wood01_6", false);
 SetEntityActive("ge_box_wood01_7", false);
 SetEntityActive("ge_box_wood01_8", false);
 }
 void ActivateChaseGrunt(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("servant_brute_1", true);
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 1, "");
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 1, "");
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 1, "");
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 1, "");
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_5", 1, "");
 AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_6", 1, "");
 StartPlayerLookAt("servant_brute_1", 10, 10, "");
 AddTimer("StopStare", 1, "StopPlayerLookAtFunc");
 }
 void StopPlayerLookAtFunc(string &in asTimer)
 {
 StopPlayerLookAt();
 SetEntityActive("ge_box_wood01_1", true);
 SetEntityActive("ge_box_wood01_2", true);
 SetEntityActive("ge_box_wood01_3", true);
 SetEntityActive("ge_box_wood01_4", true);
 SetEntityActive("ge_box_wood01_5", true);
 SetEntityActive("ge_box_wood01_6", true);
 SetEntityActive("ge_box_wood01_7", true);
 SetEntityActive("ge_box_wood01_8", true);
 }
 void Monsterdeactive(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("servant_brute_1", false);
 }
Also, are you sure the area is called "ScriptArea2" instead of "ScriptArea_2"?
 
The main problem is that the name of the function, "StopPlayerLookAt", matched one of the game's functions, which caused it to mess up.
			
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	| 08-26-2011, 09:32 PM |  |  
	
		| MGermundsson   Junior Member
 
 Posts: 23
 Threads: 3
 Joined: Aug 2011
 Reputation: 
0
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			| RE: Script not running! 
 
				Ok problem solved.I forgot to press enter to rename the area.
 A simple mistake, but fatal.
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	| 08-26-2011, 10:04 PM |  |  |