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key trigger
naseem142 Offline
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#1
key trigger

I followed this guide to trigger a monster when picking up a key.
http://wiki.frictionalgames.com/hpl2/tut...n_entities


But everything works fine ( opening door , locked door , etc )
Expect for the grunt to spawn , why isn't he spawning?
help please
10-08-2012, 10:35 AM
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i3670 Offline
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#2
RE: key trigger

Post your script.

Edit: Is the monster in the level_editor called monster_grunt?

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(This post was last modified: 10-08-2012, 10:37 AM by i3670.)
10-08-2012, 10:35 AM
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naseem142 Offline
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Posts: 153
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#3
RE: key trigger

(10-08-2012, 10:35 AM)i3670 Wrote: Post your script.

Edit: Is the monster in the level_editor called monster_grunt?
Here is the script , and yes the grunt is named "monster_ grunt"





void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
(This post was last modified: 10-08-2012, 11:12 AM by naseem142.)
10-08-2012, 11:11 AM
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The chaser Offline
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#4
RE: key trigger

(10-08-2012, 11:11 AM)naseem142 Wrote:
(10-08-2012, 10:35 AM)i3670 Wrote: Post your script.

Edit: Is the monster in the level_editor called monster_grunt?
Here is the script , and yes the grunt is named "monster_ grunt"





void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
void OnPickup(string &in asEntity, string &in asType)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}

You had the sintax wrong.

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10-08-2012, 11:48 AM
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naseem142 Offline
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Posts: 153
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#5
RE: key trigger

(10-08-2012, 11:48 AM)The chaser Wrote:
(10-08-2012, 11:11 AM)naseem142 Wrote:
(10-08-2012, 10:35 AM)i3670 Wrote: Post your script.

Edit: Is the monster in the level_editor called monster_grunt?
Here is the script , and yes the grunt is named "monster_ grunt"





void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
void OnPickup(string &in asEntity, string &in asType)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}

You had the sintax wrong.
Still doesn't work.
am i suppose to do anything with entity options?

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10-08-2012, 12:10 PM
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The chaser Offline
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#6
RE: key trigger

No, you don't need to do anything with these.

void OnStart()

{

AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);

SetEntityCallbackFunc("key_1", "OnPickup");

}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("locked_door1", false, true);

PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);

RemoveItem("key_1");

}

void OnPickup(string &in asEntity, string &in type)
{
  SetEntityActive("monster_grunt", true);
  ShowEnemyPlayerPosition("monster_grunt");
}

Weird. Maybe if you copy-paste the script it works. I was wrong with the syntax, it was "string &in type".
But, in the CallbackFunc, in the level editor, put "OnPickup". If I'm not wrong, when you put the mouse there, it says something about OnPickup, OnIgnite, Break. I think.

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
10-08-2012, 01:21 PM
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naseem142 Offline
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Posts: 153
Threads: 19
Joined: Oct 2012
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#7
RE: key trigger

(10-08-2012, 01:21 PM)The chaser Wrote: No, you don't need to do anything with these.

void OnStart()

{

AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);

SetEntityCallbackFunc("key_1", "OnPickup");

}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("locked_door1", false, true);

PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);

RemoveItem("key_1");

}

void OnPickup(string &in asEntity, string &in type)
{
  SetEntityActive("monster_grunt", true);
  ShowEnemyPlayerPosition("monster_grunt");
}

Weird. Maybe if you copy-paste the script it works. I was wrong with the syntax, it was "string &in type".
But, in the CallbackFunc, in the level editor, put "OnPickup". If I'm not wrong, when you put the mouse there, it says something about OnPickup, OnIgnite, Break. I think.
It worked now , thanks i don't know how but i think your new code did it Big Grin
(This post was last modified: 10-08-2012, 02:14 PM by naseem142.)
10-08-2012, 02:14 PM
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