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Script not running!
MGermundsson Offline
Junior Member

Posts: 23
Threads: 3
Joined: Aug 2011
Reputation: 0
#1
Script not running!

Help!

I am trying to activate an enemy (+ patrolnodes), make the player look at him for 1 second, then be able to look freely but noticing boxes in your way that wasn't there before! I get no error, it simply doesn't do anything at all, i tried the .hps file to activate the enemy as soon as it started and the .hps works fine...but not the script! Please help!

void OnEnter()
{
    AddEntityCollideCallback("Player", "AreaChaseGrunt", "ActivateChaseGrunt", true, 1);
    AddEntityCollideCallback("servant_brute_1", "ScriptArea2", "Monsterdeactive", true, 1);
    SetEntityActive("ge_box_wood01_1", false);
    SetEntityActive("ge_box_wood01_2", false);
    SetEntityActive("ge_box_wood01_3", false);
    SetEntityActive("ge_box_wood01_4", false);
    SetEntityActive("ge_box_wood01_5", false);
    SetEntityActive("ge_box_wood01_6", false);
    SetEntityActive("ge_box_wood01_7", false);
    SetEntityActive("ge_box_wood01_8", false);
}

void ActivateChaseGrunt(string &in asParent, string &in asChild, int alState)
{
    SetEntityActive("servant_brute_1", true);
    AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 1, "");
    AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 1, "");
    AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 1, "");
    AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 1, "");
    AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_5", 1, "");
    AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_6", 1, "");
    StartPlayerLookAt("servant_brute_1", 10.0f, 10.0f, "");
    AddTimer("StopStare", 1, "StopPlayerLookAt");
}

void StopPlayerLookAt(string &in asTimer)
{
    StopPlayerLookAt();
    SetEntityActive("ge_box_wood01_1", true);
    SetEntityActive("ge_box_wood01_2", true);
    SetEntityActive("ge_box_wood01_3", true);
    SetEntityActive("ge_box_wood01_4", true);
    SetEntityActive("ge_box_wood01_5", true);
    SetEntityActive("ge_box_wood01_6", true);
    SetEntityActive("ge_box_wood01_7", true);
    SetEntityActive("ge_box_wood01_8", true);
}

void Monsterdeactive(string &in asParent, string &in asChild, int alState)
{
    SetEntityActive("servant_brute_1", false);
}

void OnLeave()
{

}

I can't see any bugs in the code...so please help me, i have done everything i could think of!!![/font]
(This post was last modified: 08-26-2011, 10:06 PM by MGermundsson.)
08-26-2011, 07:00 PM
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Kyle Offline
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Posts: 911
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Joined: Sep 2010
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#2
RE: Script not running!

Right when I saw it, I've seen a major problem. Change "void OnEnter()" to "void OnStart()".

08-26-2011, 07:24 PM
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MGermundsson Offline
Junior Member

Posts: 23
Threads: 3
Joined: Aug 2011
Reputation: 0
#3
RE: Script not running!

No! It doesn't work!

I see no reason for it not to work!
I have the area and script named the same. So i don't see why it don't want to work!
08-26-2011, 07:31 PM
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Kyle Offline
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Posts: 911
Threads: 36
Joined: Sep 2010
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#4
RE: Script not running!

Is there an error report? :/

08-26-2011, 08:00 PM
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Elven Offline
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Posts: 862
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#5
RE: Script not running!

Make sure you don't have double OnStart() now Smile

The Interrogation
Chapter 1

My tutorials
08-26-2011, 08:04 PM
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MGermundsson Offline
Junior Member

Posts: 23
Threads: 3
Joined: Aug 2011
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#6
RE: Script not running!

No there's no error report and i only have one onStart()!
08-26-2011, 08:22 PM
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Kyle Offline
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Posts: 911
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Joined: Sep 2010
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#7
RE: Script not running!

Try this:

void OnStart()
{
    AddEntityCollideCallback("Player", "AreaChaseGrunt", "ActivateChaseGrunt", true, 1);
    AddEntityCollideCallback("servant_brute_1", "ScriptArea2", "Monsterdeactive", true, 1);
    SetEntityActive("ge_box_wood01_1", false);
    SetEntityActive("ge_box_wood01_2", false);
    SetEntityActive("ge_box_wood01_3", false);
    SetEntityActive("ge_box_wood01_4", false);
    SetEntityActive("ge_box_wood01_5", false);
    SetEntityActive("ge_box_wood01_6", false);
    SetEntityActive("ge_box_wood01_7", false);
    SetEntityActive("ge_box_wood01_8", false);
}
void ActivateChaseGrunt(string &in asParent, string &in asChild, int alState)
{
    SetEntityActive("servant_brute_1", true);
    AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 1, "");
    AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 1, "");
    AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 1, "");
    AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 1, "");
    AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_5", 1, "");
    AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_6", 1, "");
    StartPlayerLookAt("servant_brute_1", 10, 10, "");
    AddTimer("StopStare", 1, "StopPlayerLookAtFunc");
}
void StopPlayerLookAtFunc(string &in asTimer)
{
    StopPlayerLookAt();
    SetEntityActive("ge_box_wood01_1", true);
    SetEntityActive("ge_box_wood01_2", true);
    SetEntityActive("ge_box_wood01_3", true);
    SetEntityActive("ge_box_wood01_4", true);
    SetEntityActive("ge_box_wood01_5", true);
    SetEntityActive("ge_box_wood01_6", true);
    SetEntityActive("ge_box_wood01_7", true);
    SetEntityActive("ge_box_wood01_8", true);
}
void Monsterdeactive(string &in asParent, string &in asChild, int alState)
{
    SetEntityActive("servant_brute_1", false);
}

Also, are you sure the area is called "ScriptArea2" instead of "ScriptArea_2"?

The main problem is that the name of the function, "StopPlayerLookAt", matched one of the game's functions, which caused it to mess up.

08-26-2011, 09:32 PM
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MGermundsson Offline
Junior Member

Posts: 23
Threads: 3
Joined: Aug 2011
Reputation: 0
#8
RE: Script not running!

Ok problem solved.
I forgot to press enter to rename the area.
A simple mistake, but fatal.
08-26-2011, 10:04 PM
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