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Key Problem
Zypherzemus Offline
Member

Posts: 94
Threads: 7
Joined: Jul 2011
Reputation: 0
#6
RE: Key Problem

Yea.. Uh... You have to change the "UsedKeyOnDoor" function name to something else. Like what SkuLL posted. "UsedKeyOnDoor2" etc.
Like so:
////////////////////////////
// Run first time starting map
void OnStart()
{
SetEntityPlayerInteractCallback("Mansion_5", "MonsterActivate", true);
AddUseItemCallback("", "LockedDoorKey_1", "LockedDoor_1", "UsedKeyOnDoor", true);    
AddUseItemCallback("", "Key_2", "Door_2", "UsedKeyOnDoor2", true);
AddEntityCollideCallback("Player", "Scare_1", "CollideScare_1", true, 1);
AddEntityCollideCallback("Player", "Doorslam_1", "CollideDoorslam_1", true, 1);
AddEntityCollideCallback("Player", "MonsterActivate", "CollideMonsterActivate", true, 1);
}

void MonsterActivate(string &in Entity)
{
    SetEntityActive("Frank", true);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("LockedDoor_1", false, true);
    PlaySoundAtEntity("", "unlock_door", "LockedDoor_1", 0, false);
    RemoveItem("LockedDoorKey");
}

void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("Door_2", false, true);
    PlaySoundAtEntity("", "unlock_door", "Door_2", 0, false);
    RemoveItem("Key_2");
}

void CollideScare_1(string &in asParent, string &in asChild, int alState)
{
    SetSwingDoorClosed("ScareDoor_1", true, true);
}

void CollideDoorslam_1(string &in asParent, string &in asChild, int alState)
{
    SetSwingDoorClosed("LockedDoor_1", true, true);
}

void CollideMonsterActivate(string &in asParent, string &in asChild, int alState)
{
    SetNPCAwake("Frank_2", true, false);
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_5", 0, "");
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_7", 0, "");
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_17", 0, "");
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_27", 0, "");
    AddEnemyPatrolNode("Frank_2", "PathNodeArea_36", 0, "");
    SetEnemyDisabled("Frank_2", true);
}

////////////////////////////
// Run when entering map
void OnEnter()
{

}

///////////////////////////
//Run when leaving map
void OnLeave()
{

}

I fixed the function for "Key_2" and "Door_2". it's now "UsedKeyOnDoor2".
You also had both commands in the same callback function, which is a big "no-no". Tongue
Hope this helps.
EDIT:
Oh.. I'm not sure if the "AddUseItemCallback" command really matters if it's in either the OnStart() or OnEnter()
I was told it did, but try it out and see first. If it gives you an error, move both "AddUseItemCallback" commands as well as their callback functions down into the OnEnter() section.
(This post was last modified: 07-14-2011, 02:13 AM by Zypherzemus.)
07-14-2011, 02:09 AM
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Messages In This Thread
Key Problem - by GreyFox - 07-13-2011, 10:39 PM
RE: Key Problem - by SkuLLfac3 - 07-13-2011, 10:54 PM
RE: Key Problem - by xtron - 07-13-2011, 11:20 PM
RE: Key Problem - by GreyFox - 07-13-2011, 11:38 PM
RE: Key Problem - by SkuLLfac3 - 07-14-2011, 12:12 AM
RE: Key Problem - by Zypherzemus - 07-14-2011, 02:09 AM
RE: Key Problem - by xtron - 07-14-2011, 03:04 AM
RE: Key Problem - by GreyFox - 07-15-2011, 03:07 PM



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