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Script Problem .HPS key/crowbar
wagiwombledog Offline
Junior Member

Posts: 8
Threads: 4
Joined: Mar 2012
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#1
Script Problem .HPS key/crowbar

Hi, I'm having a scripting problem with my .HPS file. It involves opening two separate doors with 1. a crowbar, and 2. a key. Extra Info: my map is called Dugeion (I know), my key is called Prison Key my door is called Prison Door(Key). My crowbar is called crowbar_1 my door is called prison_1(crowbar). Here is the text(Crowbar).

////////////////////////////
// Run when the map starts
void OnStart()
{
    AddUseItemCallback("", "crowbar_1", "prison_1", "UsedCrowbarOnDoor", true);
AddEntityCollideCallback("crowbar_joint_1", "ScriptArea_1", "CollideAreaBreakDoor", true, 1);
}
void UsedCrowbarOnDoor(string &in asItem, string &in asEntity)
{
AddTimer("", 0.2, "TimerSwitchShovel");
RemoveItem("crowbar_1");
}


void TimerSwitchShovel(string &in asTimer)
{
PlaySoundAtEntity("","puzzle_place_jar.snt", "", 0, false);
SetEntityActive("crowbar_joint_1", true);
}


void CollideAreaBreakDoor(string &in asParent, string &in asChild, int alState)
{
AddPlayerSanity(25);
PlayMusic("10_puzzle01.ogg", false, 0.7, 0.1, 10, false);
SetSwingDoorLocked("prison_1", false, true);
AddPropImpulse("prison_1", 0, 0, -50, "World");
SetSwingDoorDisableAutoClose("prison_1", true);
SetSwingDoorClosed("prison_1", false, false);
SetMoveObjectState("prison_1", 1);
PlaySoundAtEntity("","break_wood_metal", "AreaBreakEffect", 0, false);
CreateParticleSystemAtEntity("", "ps_hit_wood", "AreaBreakEffect", false);
SetEntityActive("crowbar_joint_1", false);
SetLocalVarInt("Door", 1);
}



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

}

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

}


and for key

////////////////////////////
// Run when the map starts
void OnStart()
{
    
    AddUseItemCallback("", "Prison Key", "Prison Door", "KeyOnDoor", true);
}

void KeyOnDoor(string &in item, string &in door)
{
    SetSwingDoorLocked(door, false, true);
    PlaySoundAtEntity("", "unlock_door", door, 0, false);
    RemoveItem(Prison Key);

}



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

}

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

}

Hopefully you can help,

-wagiwombledog
03-06-2012, 04:15 AM
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flamez3 Offline
Posting Freak

Posts: 1,281
Threads: 48
Joined: Apr 2011
Reputation: 57
#2
RE: Script Problem .HPS key/crowbar

It would be alot easier if you could actually tell us what the problem is. Rather than us trying to figure out what your problem is.

03-06-2012, 06:50 AM
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pandasFTW Offline
Member

Posts: 71
Threads: 21
Joined: Feb 2012
Reputation: 2
#3
RE: Script Problem .HPS key/crowbar

can you tell us what the problem is??? i have some descent experience with crowbar puzzles Wink i,d really like to help, but i just cant if you dont tell what the problem is...
03-06-2012, 11:26 AM
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wagiwombledog Offline
Junior Member

Posts: 8
Threads: 4
Joined: Mar 2012
Reputation: 0
#4
RE: Script Problem .HPS key/crowbar

Hello, my problem for crowbar is, it interacts (sticks out of the side of the door) but when I pull it sideways (either way)... nothing happens. My problem with the key is, when the key's script is added to the .HPS file the custom story gets an error message and Amnesia shuts down :(. But it starts fine without the script.
03-07-2012, 03:52 AM
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flamez3 Offline
Posting Freak

Posts: 1,281
Threads: 48
Joined: Apr 2011
Reputation: 57
#5
RE: Script Problem .HPS key/crowbar

For the crowbar, I think it would be easier if you either set another door active that is open and deactive the one you are trying to open. Or just use SetPropHealth instead.

For the key:

You forgot the "" around the Prison Key in the RemoveItem function.

03-07-2012, 06:37 AM
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wagiwombledog Offline
Junior Member

Posts: 8
Threads: 4
Joined: Mar 2012
Reputation: 0
#6
RE: Script Problem .HPS key/crowbar

Thanks every one! this has been a great help!

03-07-2012, 07:27 PM
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