Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Script problem!
Mardukpainkiller Offline
Junior Member

Posts: 6
Threads: 0
Joined: Jul 2011
Reputation: 0
#8
RE: Script problem!

Well I have this proplem with this script at the start it works fine but at the end...


void OnStart()
{
CheckPoint ("player", "GoToPrison_1", "WakeUp", "Hints", "HintUn"); <-Works
StopMusic(2, 0); <-Works
PlayMusic("06_amb.ogg", true, 0.7, 5, 0, false); <-Works
AddEntityCollideCallback("Player", "HuntStart_1", "Hunt_Monster", true, 1);
AddUseItemCallback("", "crowbar_1", "prison_1","UseCrowbarOnDoor", true);
AddUseItemCallback("", "Cyrle_Wood_1", "safety_large_vert_1","OpenBigDoor1", true);
AddEntityCollideCallback("crowbar_joint_1", "BreakDoor", "CollideAreaBreakDoor", true, 1);
}
THIS Part DOES NOT WORK!!HELP!!!!
void Endstart_1(string &in asParent, string &in asChild, int alState)
{
AddTimer("Endstart_timer_1", 0.2, "Endstart_timer_1_End");
}
void Endstart_timer_1_End(string &in asTimer)
{
SetEntityActive("servant_grunt_1", false);
SetEntityActive("servant_grunt_2", false);
SetEntityActive("castle_gate_arched01_1", true);
SetEntityActive("castle_gate_arched01_open_1", false);
PlaySoundAtEntity("","close_gate", "castle_gate_arched01_1", 0, false);
StopMusic(2, 0);
PlayMusic("29_amb_end_soft.ogg", true, 0.7, 5, 0, false);
}

void Endclose_2(string &in asParent, string &in asChild, int alState)
{
AddTimer("Endclose_timer_2", 0.2, "Endclose_timer_2_End");
}
void Endclose_timer_2_End(string &in asTimer)
{
StartCredits("29_event_end.ogg", false, "End", "Credits", 1);
}
void GruntFind(string &in asParent, string &in asChild, int alState)
{
ShowEnemyPlayerPosition("servant_grunt_1");
ShowEnemyPlayerPosition("servant_grunt_2");
}

void Hunt_Monster(string &in asParent, string &in asChild, int alState)
{
ShowEnemyPlayerPosition("servant_brute_1");
SetSwingDoorClosed("mansion_1", false,false);
StopMusic(2, 0);
SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 0.1, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0.1, "");
GiveSanityDamage(5, true);
PlayGuiSound("react_scare", 1.0f);
PlayMusic("08_amb.ogg", true, 0.7, 5, 1, false);

}
void WakeUp(string &in asName, int alCount)
{
AddEntityCollideCallback("player", "Try_escape_1", "GruntFind", true, 1);
AddEntityCollideCallback("player", "End_start_1", "Endstart_1", true, 1);
AddEntityCollideCallback("player", "End_end_1", "Endclose_2", true, 1);
StopMusic(2, 0);
StopMusic(2, 1);
PlayMusic("Diablo_II_Caves.ogg", true, 0.7, 5, 0, false);
RemoveItem("lantern_1");
}
void UseCrowbarOnDoor(string &in asItem, string &in asEntity)
{
AddTimer(asEntity, 0.2, "TimerSwitchShovel");
PlaySoundAtEntity("pickupcrow","player_crouch.snt", "Player", 0.05, false);
RemoveItem("crowbar_1");
}
void TimerSwitchShovel(string &in asTimer)
{
PlaySoundAtEntity("attachshovel","puzzle_place_jar.snt", "Player", 0, false);

SetEntityActive("crowbar_joint_1", true);
}
void CollideAreaBreakDoor(string &in asParent, string &in asChild, int alState)
{
GiveSanityBoostSmall();


SetSwingDoorLocked("prison_1", false, false);
SetSwingDoorDisableAutoClose("prison_1", true);
SetSwingDoorClosed("prison_1", false,false);

PlaySoundAtEntity("","break_wood_metal", "prison_1", 0, false);
AddPropImpulse("prison_1", 0, -3, 0, "world");

SetEntityActive("crowbar_joint_1", false);
SetEntityActive("crowbar_dyn_1", true);
}
void TimerPushDoor(string &in asTimer)
{
AddPropImpulse("prison_1", -1, -4, 2, "world");
AddTimer("doorclose", 1.1, "TimerDoorCanClose");
}

void TimerDoorCanClose(string &in asTimer)
{
SetSwingDoorDisableAutoClose("prison_1", false);
}
void OpenBigDoor1(string &in asItem, string &in asEntity)
{
ConnectEntities("","elevator_lever_1","safety_large_vert_1", true, -1, "OpenBigdoor");
AddUseItemCallback("", "Cyrle_Wood_1", "safety_large_vert_1","OpenBigDoor2", true);
PlaySoundAtEntity("safety_large_vert_1","crank_old_stuck.snt", "Player", 0, false);
RemoveItem("Cyrle_Wood_1");
}
void OpenBigdoor(string &in asConnectionName, string &in asMainEntity, string &in asConnectEntity, int alState)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "Cell_Guard_Path_4", 0.1, "");
AddEnemyPatrolNode("servant_grunt_1", "Cell_Guard_Path_3", 0.1, "");
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_2", "Cell_Guard_Path_2", 0.1, "");
AddEnemyPatrolNode("servant_grunt_2", "Cell_Guard_Path_3", 0.1, "");
SetSwingDoorClosed("safety_large_vert_1", false, true);
SetLeverStuckState("elevator_lever_1", -1, true);
SetMessage("Hints", "HintEscape", 10.0f);
}
(This post was last modified: 07-17-2011, 05:15 PM by Mardukpainkiller.)
07-17-2011, 05:09 PM
Find


Messages In This Thread
Script problem! - by HumiliatioN - 12-24-2010, 05:58 PM
RE: Script problem! - by adamhun - 12-24-2010, 06:05 PM
RE: Script problem! - by Frontcannon - 12-24-2010, 06:05 PM
RE: Script problem! - by HumiliatioN - 12-24-2010, 06:10 PM
RE: Script problem! - by Dark88 - 12-24-2010, 06:06 PM
RE: Script problem! - by Frontcannon - 12-24-2010, 06:29 PM
RE: Script problem! - by Dark88 - 12-24-2010, 07:18 PM
RE: Script problem! - by Mardukpainkiller - 07-17-2011, 05:09 PM



Users browsing this thread: 1 Guest(s)