Fetishman 
 
 
		
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Area collide turning on torches problem.  
			 
			
				So i have an area collide callback 
AddEntityCollideCallback("Player", "Areagruntactive", "LightFuction", true, 1);
 
Which then is supposed to light "greentorch1". This is the void function that i have.
 void LightFunction(string &in asParent, string &in asChild, int alState) 
{ 
    SetLampLit("greentorch1", true,); 
}
 
Now i'm pretty new to scripting in general, and a correction and/or explanation of why this doesn't work would be appreciated.
			  
			
			
			
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	| 08-25-2011, 05:16 AM  | 
	
		
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		Juby 
 
 
		
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RE: Area collide turning on torches problem.  
			 
			
				There is a comma after the true in SetLampLit. 
Gotta remove it. 
			 
			
			
 
Insanity. Static. 
			
				
(This post was last modified: 08-25-2011, 05:20 AM by Juby.)
 
				
			 
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	| 08-25-2011, 05:18 AM  | 
	
		
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		Fetishman 
 
 
		
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RE: Area collide turning on torches problem.  
			 
			
				 (08-25-2011, 05:18 AM)Juby Wrote:  There is a comma after the true in SetLampLit. 
Gotta remove it. 
not the problem, still giving me a fatal error? got anything else? cus i'm CLUELESS
			  
			
			
			
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	| 08-25-2011, 06:20 AM  | 
	
		
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		Phoroneus 
 
 
		
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RE: Area collide turning on torches problem.  
			 
			
				You need to specify the "effects" part of your SetLampLit state. The syntax is void SetLampLit(string& asName, bool abLit, bool abEffects);
  so you want your code to look like this:
 AddEntityCollideCallback("Player", "Areagruntactive", "LightFuction", true, 1);
 void LightFunction(string &in asParent, string &in asChild, int alState) 
{ 
    SetLampLit("greentorch1", true, false); 
}
  
			 
			
			
 
			
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	| 08-25-2011, 06:28 AM  | 
	
		
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		Fetishman 
 
 
		
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RE: Area collide turning on torches problem.  
			 
			
				 (08-25-2011, 06:28 AM)Phoroneus Wrote:  You need to specify the "effects" part of your SetLampLit state. The syntax isvoid SetLampLit(string& asName, bool abLit, bool abEffects);
   so you want your code to look like this: 
AddEntityCollideCallback("Player", "Areagruntactive", "LightFuction", true, 1);
 void LightFunction(string &in asParent, string &in asChild, int alState) 
{ 
    SetLampLit("greentorch1", true, false); 
}
  well i did try that, and i didn't get a fatal error, the only problem is, that now the light won't actually light. it stays unlit. 
So what does the effects do exactly?
			  
			
			
			
				
(This post was last modified: 08-25-2011, 06:38 AM by Fetishman.)
 
				
			 
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	| 08-25-2011, 06:36 AM  | 
	
		
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		Phoroneus 
 
 
		
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RE: Area collide turning on torches problem.  
			 
			
				I'm not positive, to be honest. I usually just set them to "false". You can try "true", it might be the actual fading in of the light (as seen when you manually light an object with a tinderbox).  
I'd also add in "AddDebugMessage("Lights on now.", false);" inside the LightFunction er... function. If you have a dev environment set up, turn on debug messages and you can see if it's a problem with the trigger or the actual execution (if the debug message pops up, the trigger is working and only the SetLampLit function is broken).
			
			
			
 
			
				
(This post was last modified: 08-25-2011, 07:28 AM by Phoroneus.)
 
				
			 
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	| 08-25-2011, 07:26 AM  | 
	
		
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		Fetishman 
 
 
		
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RE: Area collide turning on torches problem.  
			 
			
				well, i suppose, instead of making it light, couldn't i just use the set entity active and put another torch on top of the torch that is unlit? then just use the SetEntityActive function to just replace the torches?
			 
			
			
			
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	| 08-25-2011, 05:54 PM  | 
	
		
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		JetlinerX 
 
 
		
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RE: Area collide turning on torches problem.  
			 
			
				If all else fails, that's what I would do is set it active and just do double work unfortuately. 
			 
			
			
 
			
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	| 08-25-2011, 07:29 PM  | 
	
		
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		Fetishman 
 
 
		
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RE: Area collide turning on torches problem.  
			 
			
				 (08-25-2011, 07:29 PM)JetlinerX Wrote:  If all else fails, that's what I would do is set it active and just do double work unfortuately. 
thanks jetliner. oh and loved the attic! can't wait for chapter two!
			  
			
			
			
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	| 08-26-2011, 02:28 AM  | 
	
		
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		Timmy 
 
 
		
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RE: Area collide turning on torches problem.  
			 
			
				Did you notice that you misspelled "LightFunction" in the addentitycollidecallback part? it is missing an N.
			 
			
			
			
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	| 08-26-2011, 08:04 PM  | 
	
		
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