Facebook Twitter YouTube Frictional Games | Forum | Newsletter | Dev Blog | Dev Wiki | Support | Shelf | Store

Privacy Policy


Post Reply 
 
Thread Rating:
  • 2 Votes - 3 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Script Help Enemy Patroling and Disapearing: Help!
Author Message
TeamSD Offline
Member

Posts: 50
Joined: Apr 2012
Reputation: 2
Post: #21
RE: Enemy Patroling and Disapearing: Help!
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_1", 2, "");

Is this supposed to be

AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_1", 2, "");

That is the name of a default pathnode. Unless you erased that last letter on purpose, it might cause the grunt to follow nothing. Just wondering.

04-27-2012 11:56 AM
Find all posts by this user Quote this message in a reply
Cocomunches Offline
Junior Member

Posts: 36
Joined: Apr 2012
Reputation: 1
Post: #22
RE: Enemy Patroling and Disapearing: Help!
(04-27-2012 11:11 AM)heyitsrobert97 Wrote:  
(04-27-2012 08:21 AM)Cocomunches Wrote:  
Quote: ////////////////////////////
// Run when entering map
void OnStart()

{
SetEntityPlayerInteractCallback("scareactive2", "OnPickup", true);
}

void OnPickup(string &in asEntity)
{
SetEntityActive ("Monster_Grunt", true);
AddTimer("monsterstart", 60.0f, "byegrunt");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_1", 2, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_2", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_3", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_4", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_5", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_6", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_7", 2, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_8", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_9", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_10", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_11", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_12", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_13", 2, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_14", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_15", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_16", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_17", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_18", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_19", 2, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_20", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_21", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_22", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_23", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_24", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_25", 2, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_26", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_27", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_28", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_29", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_30", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_31", 2, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_32", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_33", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_34", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_35", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_36", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_37", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_38", 0, "");
}

void byegrunt(string &in asTimer)
{
SetEntityActive ("Monster_Grunt", false);
}

////////////////////////////
// Run when leaving map
void OnLeave()
{
StopMusic(2.0f, 0);
}
You Can Delete The Collide area to create areanodes. you just add them right after you spawn the grunt like i did. I also Added Something to The void OnLeave() to help you. it will stop the music (if you have any) and fade it out when you exit the map to main menu or another map Big Grin

haha, thanks! Also, very stupid question, how do you add music?


(04-27-2012 11:56 AM)TeamSD Wrote:  AddEnemyPatrolNode("Monster_Grunt", "PathNodeAre_1", 2, "");

Is this supposed to be

AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_1", 2, "");

That is the name of a default pathnode. Unless you erased that last letter on purpose, it might cause the grunt to follow nothing. Just wondering.
:| i feel stupid. haha, thanks very much, IT WORKS!!!!
(This post was last modified: 04-27-2012 09:07 PM by Cocomunches.)
04-27-2012 08:45 PM
Find all posts by this user Quote this message in a reply
TeamSD Offline
Member

Posts: 50
Joined: Apr 2012
Reputation: 2
Post: #23
RE: Enemy Patroling and Disapearing: Help!
Im glad it worked. Do not feel stupid. You have no idea how many times i've done similar grammar errors. They are hard to spot because they don't cause the game to crash. Nothing just happens and it is pain in the ass.


Here is a copypaste from engine scripts page for the music:

void PlayMusic(string& asMusicFile, bool abLoop, float afVolume, float afFadeTime, int alPrio, bool abResume);

Plays music.

asMusicFile - the music to play + extension .ogg

abLoop - determines whether a music track should loop

afVolume - volume of the music

afFadeTime - time in seconds until music reaches full volume

alPrio - priority of the music. Note that only the music with the highest priority can be heard! 0 - highest, 1 - lower, etc

If you need more help just say so.

(This post was last modified: 04-27-2012 09:24 PM by TeamSD.)
04-27-2012 09:24 PM
Find all posts by this user Quote this message in a reply
Cocomunches Offline
Junior Member

Posts: 36
Joined: Apr 2012
Reputation: 1
Post: #24
RE: Enemy Patroling and Disapearing: Help!
(04-27-2012 09:24 PM)TeamSD Wrote:  Im glad it worked. Do not feel stupid. You have no idea how many times i've done similar grammar errors. They are hard to spot because they don't cause the game to crash. Nothing just happens and it is pain in the ass.


Here is a copypaste from engine scripts page for the music:

void PlayMusic(string& asMusicFile, bool abLoop, float afVolume, float afFadeTime, int alPrio, bool abResume);

Plays music.

asMusicFile - the music to play + extension .ogg

abLoop - determines whether a music track should loop

afVolume - volume of the music

afFadeTime - time in seconds until music reaches full volume

alPrio - priority of the music. Note that only the music with the highest priority can be heard! 0 - highest, 1 - lower, etc

If you need more help just say so.

'Nother nooby question is how would I put these into the .hps?

like, if you can show an example.
04-28-2012 02:06 AM
Find all posts by this user Quote this message in a reply
Cocomunches Offline
Junior Member

Posts: 36
Joined: Apr 2012
Reputation: 1
Post: #25
RE: Enemy Patroling and Disapearing: Help!
Hey, if you or anyone else can help me out with this, I keep getting similar errors from last time.


Quote:////////////////////////////
// Run when entering map
void OnStart()

{
SetEntityPlayerInteractCallback("scareactive2", "OnPickup", true);
}

void OnPickup(string &in asEntity)
{
SetEntityActive ("Monster_Grunt", true);
AddTimer("monsterstart", 60.0f, "byegrunt");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_7", 2, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_13", 2, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_15", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_16", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_17", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_18", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_19", 2, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_20", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_21", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_22", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_23", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_24", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_25", 2, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_26", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_27", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_28", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_29", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_30", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_31", 2, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_32", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_33", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_34", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_35", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_36", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_37", 0, "");
AddEnemyPatrolNode("Monster_Grunt", "PathNodeArea_38", 0, "");
}

void byegrunt(string &in asTimer)
{
SetEntityActive ("Monster_Grunt", false);
}

{
SetEntityPlayerInteractCallback("celltwelvekey", "OnPickup", true);
}

void OnPickup(string &in asEntity)
{
SetEntityActive ("baisle", true);
AddTimer("monsterstart", 400.0f, "byegrunt");
AddEnemyPatrolNode("baisle", "PathNodeArea_39", 2, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_40", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_41", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_42", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_43", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_44", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_45", 2, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_46", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_47", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_48", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_49", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_50", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_51", 2, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_52", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_53", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_54", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_55", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_56", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_57", 2, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_58", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_59", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_60", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_61", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_62", 0, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_63", 2, "");
AddEnemyPatrolNode("baisle", "PathNodeArea_64", 0, "");
}

void byegrunt(string &in asTimer)
{
SetEntityActive ("baisle", false);
}

////////////////////////////
// Run when leaving map
void OnLeave()
{
StopMusic(2.0f, 0);
}


The added part is where Basil (Monster) Is.
(This post was last modified: 04-28-2012 05:26 AM by Cocomunches.)
04-28-2012 05:25 AM
Find all posts by this user Quote this message in a reply
TeamSD Offline
Member

Posts: 50
Joined: Apr 2012
Reputation: 2
Post: #26
RE: Enemy Patroling and Disapearing: Help!
void byegrunt(string &in asTimer) appaers in your script twice. name the other one like this for example.

void byegrunt2(string &in asTimer)

04-28-2012 06:58 AM
Find all posts by this user Quote this message in a reply
Cocomunches Offline
Junior Member

Posts: 36
Joined: Apr 2012
Reputation: 1
Post: #27
RE: Enemy Patroling and Disapearing: Help!
edited fix
(This post was last modified: 04-28-2012 08:49 PM by Cocomunches.)
04-28-2012 07:17 AM
Find all posts by this user Quote this message in a reply
Cocomunches Offline
Junior Member

Posts: 36
Joined: Apr 2012
Reputation: 1
Post: #28
RE: Enemy Patroling and Disapearing: Help!
(04-28-2012 06:58 AM)TeamSD Wrote:  void byegrunt(string &in asTimer) appaers in your script twice. name the other one like this for example.

void byegrunt2(string &in asTimer)
FATAL ERROR: Could not load script file



ExecuteString (1,1) : ERR :No matching signatures to 'OnEnter()'

Main (58,1): ERR : Unexpected token '{'
04-28-2012 08:49 PM
Find all posts by this user Quote this message in a reply
Dutton Offline
Member

Posts: 121
Joined: Apr 2012
Reputation: 2
Post: #29
RE: Enemy Patroling and Disapearing: Help!
opon changing the void byegrunt(string &in asTimer) to
void byegrunt2(string &in asTimer)


You remembered to change:
AddTimer("monsterstart", 400.0f, "byegrunt");

to
AddTimer("monsterstart", 400.0f, "byegrunt2");


??

[Image: Youtube-Buttons-34-48-.png]
(This post was last modified: 05-06-2012 05:07 PM by Dutton.)
05-06-2012 05:06 PM
Find all posts by this user Quote this message in a reply
Cocomunches Offline
Junior Member

Posts: 36
Joined: Apr 2012
Reputation: 1
Post: #30
RE: Enemy Patroling and Disapearing: Help!
(05-06-2012 05:06 PM)Dutton Wrote:  opon changing the void byegrunt(string &in asTimer) to
void byegrunt2(string &in asTimer)

You remembered to change:
AddTimer("monsterstart", 400.0f, "byegrunt");

to
AddTimer("monsterstart", 400.0f, "byegrunt2");


??
Yes I did. Everything worked out fine! Thanks to all!
05-10-2012 01:17 AM
Find all posts by this user Quote this message in a reply
Post Reply 




User(s) browsing this thread: 1 Guest(s)