(12-06-2011, 01:44 AM)Your Computer Wrote: [ -> ] (12-06-2011, 01:28 AM)Victor Wrote: [ -> ]No, this isn't the whole script. There is the OnStart() with all the things I made, but this is the part where the game says that there is something wrong...
You have to show us the whole script regardless of what line the engine is reporting.
Oh, ok!
void OnStart()
{
SetEntityPlayerInteractCallback("button", "func1", true);
wakeUp();
AddEntityCollideCallback("Player", "MonsterArea", "MonsterFunction", true, 1);
AddEntityCollideCallback("servant_grunt_1", "PNScriptArea", "MonsterFunction2", false, 1);
AddEntityCollideCallback("Crowbar_1", "AreaPutCrowbar", "CrowbarAppear", true, 1);
}
void CrowbarAppear(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Crowbar_joint", true);
RemoveItem("Crowbar_1");
}
void BreakDoor(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorLocked("door", false, false);'
CreateParticleSystemAtEntity("", "ps_hit_wood", "BreakEffect", false);
PlaySoundAtEntity("", "break_wood", "BreakEffect", 0.0, false);
SetEntityActive("Crowbar_joint", false);
SetEntityActive("crowbar_broken_1", true); //THIS SHOULD BE A CROWBAR ENTITY ONLY (NOT ITEM, NOT JOINT (name it crowbar)
}
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
SetEntityActive("block_box_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 5, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_16", 5, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_17", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_18", 0, "");
for (int i = 1; i <11; i++)
{
int x = i;
if (i == 1)
{
x = 2;
}
if (i = 18)
{
x = 4;
}
if (i != 1 || i != 18)
{
x = 0;
}
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1"+17, 18, "");
}
SetMoveObjectState("shelf",0.0f);
}
void MonsterFunction2()
{
for (int i = 1; i <6; i++)
{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1"+17, 0, "");
}
}
void wakeUp()
{
PlayMusic("02_amb_strange.ogg", true, 5, 1, 1, true);
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
GiveSanityDamage(20, true);
}
void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}
void func1(string &in asEntity)
{
SetMoveObjectState("shelf",1.0f);
PlaySoundAtEntity("", "quest_completed.snt", "Player", 0, false);
GiveSanityBoost();
}
void OnEnter()
{
}
void OnLeave()
{
}