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Script Help Waterlurker not reacting to triggers?
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ZyLogicX Offline
Member

Posts: 189
Joined: May 2011
Reputation: 5
Post: #1
Waterlurker not reacting to triggers?
So I got this map with water... and yes... it is liquid... Secondly, I have to Waterlurkers in there with the names "water1" and "water2" (without quotes)... Then I have an script area called "Waterlurk" But for some reason...these monster are already triggered as soon as I spawn in the map, which is what I dont want ofcourse.... My script is here.... Do you see what the problem is?

Script:


void OnEnter()
{
PlayMusic("ambience.ogg", true, 2, 2, 0, true);
PlaySoundAtEntity("","general_rain_long.snt", "Player", 0, true);
}

void OnStart()
{
AddEntityCollideCallback("Player", "Monster_Quest_Area", "GetMonsterQuest", true, 1);
AddEntityCollideCallback("Player", "Monster_Complete_Area", "FinishMonsterQuest", true, 1);
AddEntityCollideCallback("Player", "Bridge_Quest_Area", "GetBridgeQuest", true, 1);
AddEntityCollideCallback("Player", "Bridge_Complete_Area", "FinishBridgeQuest", true, 1);
AddEntityCollideCallback("Player", "Damn_Quest_Area", "GetDamnQuest", true, 1);
AddEntityCollideCallback("Player", "Damn_Complete_Area", "FinishDamnQuest", true, 1);
AddEntityCollideCallback("Player", "Torch_Quest_Area", "GetTorchQuest", true, 1);
AddEntityCollideCallback("Player", "Torch_Complete_Area", "FinishTorchQuest", true, 1);
AddEntityCollideCallback("Player", "waterlurk", "Func01", true, 1);
AddEntityCollideCallback("Player", "waterlurk2", "Func02", true, 1);
}

void Func01(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("water1", true);
}

void Func02(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("water2", true);
}

void GetMonsterQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("monsterquest", "MonsterQuest");
}
void FinishMonsterQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("monsterquest", "MonsterQuest");
}
void GetBridgeQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("bridgequest", "BridgeQuest");
}
void FinishBridgeQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("bridgequest", "BridgeQuest");
}
void GetDamnQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("damnquest", "DamnQuest");
}
void FinishDamnQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("damnquest", "DamnQuest");
}
void GetTorchQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("torchquest", "TorchQuest");
}
void FinishTorchQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("torchquest", "TorchQuest");
}

void OnLeave()
{
SetupLoadScreen("LoadingText", "hope", 0, "hope.jpg");
}

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12-10-2011 02:47 PM
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flamez3 Offline
Posting Freak

Posts: 1,320
Joined: Apr 2011
Reputation: 57
Post: #2
RE: Waterlurker not reacting to triggers?
I would try deactivating them from the script.

SetEntityActive("water1", false);

SetEntityActive("water2", false);



in void OnStart()

12-10-2011 03:10 PM
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Dyloo Offline
Junior Member

Posts: 30
Joined: Sep 2011
Reputation: 5
Post: #3
RE: Waterlurker not reacting to triggers?
(12-10-2011 02:47 PM)ZyLogicX Wrote:  So I got this map with water... and yes... it is liquid... Secondly, I have to Waterlurkers in there with the names "water1" and "water2" (without quotes)... Then I have an script area called "Waterlurk" But for some reason...these monster are already triggered as soon as I spawn in the map, which is what I dont want ofcourse.... My script is here.... Do you see what the problem is?

Script:


void OnEnter()
{
PlayMusic("ambience.ogg", true, 2, 2, 0, true);
PlaySoundAtEntity("","general_rain_long.snt", "Player", 0, true);
}

void OnStart()
{
AddEntityCollideCallback("Player", "Monster_Quest_Area", "GetMonsterQuest", true, 1);
AddEntityCollideCallback("Player", "Monster_Complete_Area", "FinishMonsterQuest", true, 1);
AddEntityCollideCallback("Player", "Bridge_Quest_Area", "GetBridgeQuest", true, 1);
AddEntityCollideCallback("Player", "Bridge_Complete_Area", "FinishBridgeQuest", true, 1);
AddEntityCollideCallback("Player", "Damn_Quest_Area", "GetDamnQuest", true, 1);
AddEntityCollideCallback("Player", "Damn_Complete_Area", "FinishDamnQuest", true, 1);
AddEntityCollideCallback("Player", "Torch_Quest_Area", "GetTorchQuest", true, 1);
AddEntityCollideCallback("Player", "Torch_Complete_Area", "FinishTorchQuest", true, 1);
AddEntityCollideCallback("Player", "waterlurk", "Func01", true, 1);
AddEntityCollideCallback("Player", "waterlurk2", "Func02", true, 1);
}

void Func01(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("water1", true);
}

void Func02(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("water2", true);
}

void GetMonsterQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("monsterquest", "MonsterQuest");
}
void FinishMonsterQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("monsterquest", "MonsterQuest");
}
void GetBridgeQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("bridgequest", "BridgeQuest");
}
void FinishBridgeQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("bridgequest", "BridgeQuest");
}
void GetDamnQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("damnquest", "DamnQuest");
}
void FinishDamnQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("damnquest", "DamnQuest");
}
void GetTorchQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("torchquest", "TorchQuest");
}
void FinishTorchQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("torchquest", "TorchQuest");
}

void OnLeave()
{
SetupLoadScreen("LoadingText", "hope", 0, "hope.jpg");
}
First of all, check if your waterlurkers are active. If yes, turn them into un-active in your lever editor.
I hope that it would solve the problem.
12-10-2011 03:12 PM
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Your Computer Offline
SCAN ME!

Posts: 3,239
Joined: Jul 2011
Reputation: 216
Post: #4
RE: Waterlurker not reacting to triggers?
Rather than attempting to deactivate the waterlurkers, why not just delete the ones in the map and create them through the script?

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12-10-2011 03:48 PM
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Statyk Offline
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Posts: 3,609
Joined: Sep 2011
Reputation: 198
Post: #5
RE: Waterlurker not reacting to triggers?
(12-10-2011 03:48 PM)Your Computer Wrote:  Rather than attempting to deactivate the waterlurkers, why not just delete the ones in the map and create them through the script?
That seems like a bit more work than necessary =\

Just set them inactive in the level editor, and when the player walks through "Waterlurk", add a callback function with these in it:
//___________________________

void CALLBACKNAME(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("water1", true);
SetEntityActive("water2", true);
//Fill in the enemies' pathnode info here, using your information.
}

12-10-2011 06:04 PM
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palistov Offline
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Posts: 1,176
Joined: Mar 2011
Reputation: 56
Post: #6
RE: Waterlurker not reacting to triggers?
Sounds like a map cache issue to me. Close Amnesia, delete the map cache, then re-launch and see if it works. If that fails, go with Your Computer's suggestion, just make sure you create a water lurker in an isolated area that the player will NEVER get to (disable its triggers too) so that the entity is cached when the map is launched. If you don't do this, the player will get some lag when the water lurkers are created by the script.

Script line would be

CreateEntityAtArea("water1", "water_lurker.ent", "aSpawnLurker", false);

I'd suggest making a second area to spawn the second lurker at, in case some physics shenanigans goes down when they spawn on top of each other. Easy as that.

12-10-2011 08:54 PM
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Your Computer Offline
SCAN ME!

Posts: 3,239
Joined: Jul 2011
Reputation: 216
Post: #7
RE: Waterlurker not reacting to triggers?
(12-10-2011 06:04 PM)Statyk Wrote:  That seems like a bit more work than necessary =\

Technically, it's the same amount of work.

(12-10-2011 08:54 PM)palistov Wrote:  just make sure you create a water lurker in an isolated area that the player will NEVER get to (disable its triggers too) so that the entity is cached when the map is launched. If you don't do this, the player will get some lag when the water lurkers are created by the script.

I wonder if you can get around that with GiveItemFromFile("waterlurker", "water_lurker.ent").

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12-11-2011 06:23 AM
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palistov Offline
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Posts: 1,176
Joined: Mar 2011
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Post: #8
RE: Waterlurker not reacting to triggers?
@Your Computer, seeing as it's not an inventory item, I'm not even quite sure what that would do O_O

I don't know if the game loads an into the cache when called by this. Would be pretty easy to test for though, if I was curious enough XD

12-11-2011 07:51 AM
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