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Script Help Functions aren't functioning properly
Kazakarumariou Away
An angry man.

Posts: 283
Threads: 8
Joined: Jul 2012
Reputation: 14
#1
Functions aren't functioning properly

I decided I'd jump into this map making stuff.

I found out how do to mostly everything in about 2 hours.

This is my second question.

Here is my first problem

void Start(string &in asParent, string &in asChild, int alState)
{
PlayMusic("16_amb.ogg", true, 1, 4, 0, true);
SetEntityPlayerInteractCallback("Open", "Change", true);
SetPlayerCrouching(true);
SetPlayerActive(false);
FadeOut(0.0f);
FadeIn(12.0f);
FadeImageTrailTo(1, 2);
StartPlayerLookAt("tree_pine_59", 10, 120, "");
FadeRadialBlurTo(0.10, 2);
FadeRadialBlurTo(0.10, 2);
AddTimer("1", 3, "BeginTimer");
AddTimer("2", 4.5f, "BeginTimer");
AddTimer("3", 6.5f, "BeginTimer");
AddTimer("4", 9, "BeginTimer");
AddTimer("5", 11, "BeginTimer");
AddTimer("6", 14, "BeginTimer");
}


void BeginTimer(string &in asTimer)
{
if(asTimer == "1"){
PlayGuiSound("player_cough.snt", 0.7f);
StopPlayerLookAt();
}
else if(asTimer == "2"){
FadePlayerRollTo(85, 1, 1);
SetPlayerCrouching(true);
}
else if(asTimer == "3"){
StartPlayerLookAt("tree_pine_47", 1, 2.0f, "");
AddEffectVoice("Chat2.ogg", "", "Subtitles", "Chat2", false, "Player", 0, 0);
}
else if(asTimer == "4"){
StopPlayerLookAt();
StartPlayerLookAt("tree_pine_24", 1, 2.0f, "");
PlayGuiSound("react_breath_slow.snt", 0.7f);
}
else if(asTimer == "5"){
StopPlayerLookAt();
StartPlayerLookAt("foliage_grass01_6", 1, 2.0f, "");
}
else if(asTimer == "6"){
StopPlayerLookAt();
FadeImageTrailTo(0, 1.0f);
FadePlayerRollTo(0, 33, 33);
FadeRadialBlurTo(0.0, 1);
PlayGuiSound("react_breath_slow.snt", 0.5f);
SetPlayerActive(true);
AddEffectVoice("Chat1.ogg", "", "Subtitles", "Chat1", false, "Player", 0, 0);
SetPlayerCrouching(false);
}
}


The "StartPlayerLookAt" Function is not working. I have no map_cache files.
Also another one is broken.



void ScareTimer(string &in asTimer)
{
if(asTimer == "1"){
SetEntityActive("servant_brute_run_1", false);
GiveSanityDamage(5, true);
StopPlayerLookAt();
SetPlayerActive(true);
AddEffectVoice("Chat3.ogg", "", "Subtitles", "Chat3", false, "Player", 0, 0);
}
}


void Creep(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "scare_wind.snt", "Player", 0, false);
SetPlayerActive(false);
StartPlayerLookAt("tree_pine_50", 1, 252.0f, "");
SetEntityActive("servant_brute_run_1", true);
AddTimer("1", 4, "ScareTimer");
AddEnemyPatrolNode("servant_brute_run_1", "PathNodeArea_1", 1, "");
}
"AddEnemyPatrolNode" Isn't activating. The monster will just aimlessly stand there.

CreateParticleSystemAtEntity("ParticleSystem_1", "ps_break_mansionbase_wall.ps", "Open", false);

This above is another failed one. I don't believe I'm using it correctly. I placed a particle system down named "ParticleSystem_1" Copied the system it plays. The "Open" entity is an "Examine Area", I have a setEntityPlayerInteract Script to the Examine Area.


This is like me trying to do the dishes. A lot of hard work is put into it and it's barely effective.


Thanks for reading my question.
Who ever has helped me before knows I give rep for help.


(FYI : I used this thread before.)
(This post was last modified: 07-07-2012, 09:45 PM by Kazakarumariou.)
07-06-2012, 04:59 PM
Find


Messages In This Thread
Functions aren't functioning properly - by Kazakarumariou - 07-06-2012, 04:59 PM
RE: Loading screen text? - by Statyk - 07-06-2012, 05:09 PM
RE: Loading screen text? - by Kazakarumariou - 07-06-2012, 05:22 PM
RE: Loading screen text? - by Statyk - 07-06-2012, 05:31 PM



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