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Solved Scripting Help
Author Message
Rapture Offline
Senior Member

Posts: 721
Joined: May 2011
Reputation: 18
Post: #1
Wink Scripting Help
Hi, I'm new to scripting so I've been mostly copying, pastying and guessing at what goes where. I think my scripting is not working at the parameters for a function called "RosePetals". I'm not sure what to put in it.
void RosePetal()
{
    SetEntityInteractionDisabled("carpet_moveable_1", false);
    StartPlayerLookAt("RosePetals", 5.0f, 5.0f, "");
    CreateParticleSystemAtEntity("RosePetals", "ps_rose_petals_loop.ps", "RosePetals", false);
    AddDebugMessage("Petals Are gonna Fall!", false);    
}

Basically I have a entity that is disabled
    AddEntityCollideCallback("Player", "LookToSafety", "RosePetal", true, 1);

So when I first enter the area where the monsters will spawn up, it will activate the area just back in the room.
void MonsterFunction1(string &in asParent, string &in asChild, int alState)
{
    SetEntityActive("LookToSafety", true);

    SetEntityActive("servant_grunt_2", true);
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_1", 1.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_3", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_4", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_5", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_6", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_7", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_8", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_9", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_54", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_55", 0.0f, "");
    
    SetEntityActive("servant_grunt_3", true);
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_10", 1.0f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_11", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_12", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_13", 0.00f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_14", 0.00f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_15", 0.00f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_8", 0.00f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_9", 0.00f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_54", 0.00f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_55", 0.00f, "");

    AddDebugMessage("Monsters Work", false);
}
So basically I want my area called RosePetal to work. Here is the entire script. Anyone that can help would be awesome! Smile

Is their any way to upload the map? It won't let me since it doesn't support the file extension.
void OnStart()
{
    SetEntityInteractionDisabled("carpet_moveable_1", true);

    AddUseItemCallback("", "key_study_1", "prison_1", "UnlockDoor", true);

    AddEntityCollideCallback("Player", "StartMonsters", "MonsterFunction1", true, 1);
    AddEntityCollideCallback("Player", "MonsterMove", "MonsterFunction2", true, 1);
    AddEntityCollideCallback("Player", "LookToSafety", "RosePetal", true, 1);
}

void Intro()
{

}

void OnEnter()
{    

}


void MonsterFunction1(string &in asParent, string &in asChild, int alState)
{
    SetEntityActive("LookToSafety", true);

    SetEntityActive("servant_grunt_2", true);
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_1", 1.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_3", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_4", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_5", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_6", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_7", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_8", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_9", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_54", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_55", 0.0f, "");
    
    SetEntityActive("servant_grunt_3", true);
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_10", 1.0f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_11", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_12", 0.0f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_13", 0.00f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_14", 0.00f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_15", 0.00f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_8", 0.00f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_9", 0.00f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_54", 0.00f, "");
    AddEnemyPatrolNode("servant_grunt_3", "PathNodeArea_55", 0.00f, "");

    AddDebugMessage("Monsters Work", false);
}

void RosePetal()
{
    SetEntityInteractionDisabled("carpet_moveable_1", false);
    StartPlayerLookAt("RosePetals", 5.0f, 5.0f, "");
    CreateParticleSystemAtEntity("RosePetals", "ps_rose_petals_loop.ps", "RosePetals", false);
    AddDebugMessage("Petals Are gonna Fall!", false);    
}


void MonsterFunction2(string &in asParent, string &in asChild, int alState)
{
    SetEntityActive("enemy_suitor_1", true);
    AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_26", 1.0f, "");
    AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_16", 0.0f, "");
    AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_17", 0.0f, "");
    AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_18", 0.0f, "");
    AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_19", 0.0f, "");
    AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_20", 0.0f, "");
    AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_21", 0.0f, "");
    AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_22", 0.0f, "");
    AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_23", 0.0f, "");
    AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_24", 0.0f, "");
    AddEnemyPatrolNode("enemy_suitor_1", "PathNodeArea_25", 0.0f, "");
}

void KeyStart(string &in entity, string &in type)
{
    PlayMusic("10_puzzle02.ogg", false, 0.7, 0.1, 10, false);
    SetEntityActive("servant_grunt_9", true);
    AddEnemyPatrolNode("servant_grunt_9", "PathNodeArea_55", 0.0f, "");
}

void UnlockDoor(string &in entity, string &in type)
{
    SetSwingDoorLocked("prison_1", false, true);
    PlaySoundAtEntity("unlocksound", "unlock_door.snt", "Player", 0.0f, false);
    GiveSanityBoostSmall();
    RemoveItem("key_study_1");
}
(This post was last modified: 07-19-2011 08:08 PM by Rapture.)
07-19-2011 07:38 PM
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xtron Offline
Senior Member

Posts: 402
Joined: May 2011
Reputation: 2
Post: #2
RE: Scripting Help
Hmm...I think that Areas can't be active/deactivated by script.

only entites

SetENTITYactive.

[Image: 44917299.jpg]Dubstep <3
07-19-2011 07:41 PM
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Tanshaydar Offline
From Beyond

Posts: 3,091
Joined: Mar 2009
Reputation: 66
Post: #3
RE: Scripting Help
Areas can be activated and deactivated. I use it a lot.

07-19-2011 07:47 PM
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xtron Offline
Senior Member

Posts: 402
Joined: May 2011
Reputation: 2
Post: #4
RE: Scripting Help
Okay thanks Tanshaydar. I didn't know that.

[Image: 44917299.jpg]Dubstep <3
07-19-2011 07:50 PM
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Rapture Offline
Senior Member

Posts: 721
Joined: May 2011
Reputation: 18
Post: #5
RE: Scripting Help
(07-19-2011 07:50 PM)xtron Wrote:  Okay thanks Tanshaydar. I didn't know that.
Ya same. But what the parameters, I don't know what to put in the () to make it work.
07-19-2011 07:51 PM
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MrCookieh Offline
Member

Posts: 157
Joined: Jul 2011
Reputation: 0
Post: #6
RE: Scripting Help
string &in asParent, string &in asChild, int alState

the same like your other AddEntityCollideCallback
07-19-2011 07:58 PM
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Rapture Offline
Senior Member

Posts: 721
Joined: May 2011
Reputation: 18
Post: #7
RE: Scripting Help
(07-19-2011 07:58 PM)MrCookieh Wrote:  string &in asParent, string &in asChild, int alState

the same like your other AddEntityCollideCallback
Sweet, Thank you! Big Grin
07-19-2011 08:08 PM
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