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Script Help Machine puzzle and other things
The chaser Offline
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Posts: 2,486
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Joined: Jun 2012
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#11
RE: Machine puzzle and other things

void OnStart()



{



AddEntityCollideCallback("Entity_1", "Script_1", "Blah", true, 1);



AddEntityCollideCallback("Entity_2", "Script_2", "Blah_1", true, 1);



}







void Blah (string &in asParent, string &in asChild, int alState)



{



AddLocalVarInt("Gangnam", 1);



func_check();



}







void Blah_1 (string &in asParent, string &in asChild, int alState)



{



AddLocalVarInt("Gangnam", 1);



func_check();



}







void func_check()



{



if (GetLocalVarInt("Gangnam") == 2)



{



SetEntityConnectionStateChangeCallback("Levar_elevator", "Map");



}



}







void Map (string &in asEntity, int alState)



{



if (alState == 1)



{



ChangeMap(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound);



}



}

Sorry, now it should be fine.

THE OTHERWORLD (WIP)
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Aculy iz dolan.
11-04-2012, 06:14 PM
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CorinthianMerchant Offline
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#12
RE: Machine puzzle and other things

It's still crashing...
Spoiler below!
void OnStart()
{
AddUseItemCallback("SteamRod", "MachineScript_1", "Elevator", true);
AddUseItemCallback("FlowRod", "MachineScript_2", "Elevator_1", true);
}

void Elevator (string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SteamRod_static", true);
PreloadSound("rod_in.snt");
AddLocalVarInt("ElevatorWork", 1);
func_check();
}

void Elevator_1 (string &in asParent, string &in asChild, int alState)
{
SetEntityActive("FlowRod_static", true);
PreloadSound("rod_in.snt");
AddLocalVarInt("ElevatorWork", 1);
func_check();
}

void func_check()
{
if (GetLocalVarInt("ElevatorWork") == 2)
{
PreloadSound("13_flow_done.snt");
SetEntityConnectionStateChangeCallback("elevator_lever_1", "Map");
}
}

void Map (string &in asEntity, int alState)
{
if (alState == 1)
{
ChangeMap("00_Buda.map", "PlayerStartArea_1", "14_elevator_activate.snt", "elevator_move_normal.snt");
}
}

My hpl.log...
Spoiler below!

------- SCRIPT OUTPUT BEGIN --------------------------
main (1, 1) : INFO : Compiling void OnStart()
main (3, 2) : ERR : No matching signatures to 'AddUseItemCallback(string@&, string@&, string@&, const bool)'
main (3, 2) : INFO : Candidates are:
main (3, 2) : INFO : void AddUseItemCallback(string&in, string&in, string&in, string&in, bool)
main (4, 2) : ERR : No matching signatures to 'AddUseItemCallback(string@&, string@&, string@&, const bool)'
main (4, 2) : INFO : Candidates are:
main (4, 2) : INFO : void AddUseItemCallback(string&in, string&in, string&in, string&in, bool)
------- SCRIPT OUTPUT END ----------------------------
FATAL ERROR: Could not load script file 'TheManMachine/maps/14_MechanicalLaboratory.hps'!
main (3, 2) : ERR : No matching signatures to 'AddUseItemCallback(string@&, string@&, string@&, const bool)'
main (4, 2) : ERR : No matching signatures to 'AddUseItemCallback(string@&, string@&, string@&, const bool)'


Still hasn't gotten over the loss of wubwub...
11-04-2012, 07:34 PM
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The chaser Offline
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Posts: 2,486
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#13
RE: Machine puzzle and other things

Wait a sec:

How do you want it, activated by a collision (AddEntityCollideCallback) or using an item?

THE OTHERWORLD (WIP)
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11-04-2012, 07:40 PM
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Adny Offline
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#14
RE: Machine puzzle and other things

There are 4 string arguments in a UseItemCallback, not 3 (Name, Item, Entity, Function). The "No Matching Signatures" error means you have the wrong amount or type of arguments in your function/callback.

I rate it 3 memes.
11-04-2012, 07:59 PM
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Steve Offline
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Posts: 178
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Joined: Jun 2012
Reputation: 7
#15
RE: Machine puzzle and other things

try this
Spoiler below!
void OnStart()
{
AddUseItemCallback("Usedsteam", "SteamRod", "MachineScript_1", "Elevator", true);
AddUseItemCallback("Usedflow" ,"FlowRod", "MachineScript_2", "Elevator_1", true);
}

void Elevator (string &in asParent, string &in asChild, int alState)
{
SetEntityActive("SteamRod_static", true);
PreloadSound("rod_in.snt");
AddLocalVarInt("ElevatorWork", 1);
func_check();
}

void Elevator_1 (string &in asParent, string &in asChild, int alState)
{
SetEntityActive("FlowRod_static", true);
PreloadSound("rod_in.snt");
AddLocalVarInt("ElevatorWork", 1);
func_check();
}

void func_check()
{
if (GetLocalVarInt("ElevatorWork") == 2)
{
PreloadSound("13_flow_done.snt");
SetEntityConnectionStateChangeCallback("elevator_lever_1", "Map");
}
}

void Map (string &in asEntity, int alState)
{
if (alState == 1)
{
ChangeMap("00_Buda.map", "PlayerStartArea_1", "14_elevator_activate.snt", "elevator_move_normal.snt");
}
}

CURRENTLY WORKING ON:
Final Light = 40%
Need of voice actors.
11-04-2012, 08:15 PM
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CorinthianMerchant Offline
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#16
RE: Machine puzzle and other things

(11-04-2012, 08:18 PM)Robosprog Wrote:
(11-03-2012, 07:19 PM)CorinthianMerchant Wrote:
(11-03-2012, 02:26 PM)beecake Wrote: Changing to another map would be:
ChangeMap(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound);
Immediatly loads another map.
asMapName - the file to load
asStartPos - the name of the StartPos on the next map
asStartSound - the sound that is played when the change starts
asEndSound - the sound that is played when the new map is loaded

You would have to play with variables to solve the other stuff
It doesn't work, I've tried SetEntityPlayerInteractCallback and SetEntityCallbackFunc.
void OnStart()
{
SetEntityPlayerInteractCallback("area", "changemap", false);

}

void changemap(string &in asEntity)

{
SetMessage ("Messages", "messageone", 3.00);

ChangeMap("NextMap", "PlayerStartArea_1", "sanity_flick.snt", "sanity_flick.snt");

}




That should work and would do the same as an examinearea, obviously adjust to whatever yours are. I don't know if that's what you did but..
Sadly enough, no luck. My hpl.log says the following:
------- SCRIPT OUTPUT BEGIN --------------------------
main (26, 9) : ERR : Expected identifier
------- SCRIPT OUTPUT END ----------------------------
FATAL ERROR: Could not load script file 'TheManMachine/maps/00_Buda.hps'!
main (26, 9) : ERR : Expected identifier

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11-06-2012, 09:03 PM
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Steve Offline
Member

Posts: 178
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Joined: Jun 2012
Reputation: 7
#17
RE: Machine puzzle and other things

can you put your whole script here?

CURRENTLY WORKING ON:
Final Light = 40%
Need of voice actors.
(This post was last modified: 11-07-2012, 05:19 PM by Steve.)
11-07-2012, 05:19 PM
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CorinthianMerchant Offline
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#18
RE: Machine puzzle and other things

void OnStart()
{
SetEntityPlayerInteractCallback("TeleportArea", "changemap", false);
}

void changemap(string &in asEntity)

{
SetMessage ("Messages", "messageone", 3.00);
ChangeMap("Forest.map", "PlayerStartArea_1", "sanity_flick.snt", "sanity_flick.snt");
}
  void OnEnter()
{ }void OnLeave()
{ }

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11-08-2012, 05:45 PM
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CorinthianMerchant Offline
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#19
RE: Machine puzzle and other things

Bump.

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11-11-2012, 02:03 PM
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Your Computer Offline
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#20
RE: Machine puzzle and other things

(11-11-2012, 02:03 PM)CorinthianMerchant Wrote: Bump.

The code you provided has no (syntax) errors in it, nor does it contain at least 26 lines of code.

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11-11-2012, 02:10 PM
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