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Okey soooo i have a .lang file that looks like this





Jag venneh vad det ska handla om än!

Men storyn' kommer vara så jäääävla grym! Big Grin




"Key To A Locked Door…"
Iron Key
"A Key!!!"
Rusty Key


RUUUN!!! Don't look back…
Right, Left, Left, Right...



Everything works but not the last thing... The RUN DON LOCK BACK SHIIIIT!

The script looks like.


void OnStart()
{
AddTimer("pianotimer", 0, "pianotimer");
AddEntityCollideCallback("Player", "pianostop", "pianostop", true, 1);
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "Run_1", "MonsterFunction_2", false, 1);
AddEntityCollideCallback("Player", "Face", "MonsterFunction_3", false, 1);
AddEntityCollideCallback("Player", "Face_1", "MonsterFunction_4", false, 1);
AddEntityCollideCallback("Player", "Face_2", "MonsterFunction_5", false, 1);
AddEntityCollideCallback("Player", "Spawn", "Spawn", true, 1);
}

void pianotimer(string &in asTimer)
{
PlaySoundAtEntity("piano", "general_piano03", "piano", 0, false);
AddTimer("pianotimer", 18, "pianotimer");
}

void pianostop(string &in asParent, string &in asChild, int alState)
{
StopSound("piano", 0);
RemoveTimer("pianotimer");
SetLeverStuckState("piano", -1, true);
AddPropImpulse("piano", 0, 0, 100, "World");
PlaySoundAtEntity("piano", "break_wood", "piano", 0, false);
CreateParticleSystemAtEntity("", "ps_dust_impact.ps", "impact", false);

}
void func_slam(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("castle_1", true, true);

PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);

PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);

GiveSanityDamage(5.0f, true);
}


void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("hanging_corpse", true);
StartScreenShake( 0.02, 1, 0.5, 0.5);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);

PlaySoundAtEntity("", "react_scare", "Player", 0, false);
}

void MonsterFunction_2(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_2", true);
ShowEnemyPlayerPosition("servant_grunt_2");
StartScreenShake( 0.02, 3, 1, 1);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);

PlaySoundAtEntity("", "react_scare", "Player", 0, false);
SetMessage("Information", "run", 1);
CheckPoint ("", "PlayerStartArea_2", "CALLBACKFUNC", "DeathHint", "Description1");
}

void MonsterFunction_3(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("hanging_prisoner_1", true);
StartScreenShake( 0.02, 1, 0.5, 0.5);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);

PlaySoundAtEntity("", "react_scare", "Player", 0, false);
}

void MonsterFunction_4(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("hanging_prisoner_3", true);
SetEntityActive("hanging_prisoner_4", true);
StartScreenShake( 0.02, 1, 0.5, 0.5);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);

PlaySoundAtEntity("", "react_scare", "Player", 0, false);
}

void MonsterFunction_5(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("hanging_prisoner_2", true);
StartScreenShake( 0.02, 1, 0.5, 0.5);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);

PlaySoundAtEntity("", "react_scare", "Player", 0, false);
}
void Spawn(string &in asParent, string &in asChild, int alState)
{
CheckPoint ("", "PlayerStartArea_2", "", "DeathHint", "Description1");
}

////////////////////////////
// Run when entering map
void OnEnter()
{
AddUseItemCallback("", "CastleKey_1", "castle_2", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("CastleKey_1", "OnPickup");
SetEntityPlayerInteractCallback("Level_2", "TeleportFunction", true);
AddUseItemCallback("", "CastleKey_2", "castle_1", "UsedKeyOnDoor_1", true);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_2", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "castle_2", 0, false);
RemoveItem("CastleKey_1");
}

void UsedKeyOnDoor_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "castle_1", 0, false);
RemoveItem("CastleKey_2");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
StartScreenShake( 0.02, 1, 0.5, 0.5);

SetPropHealth("castle_1", 0.0f);


PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);


PlaySoundAtEntity("", "react_scare", "Player", 0, false);


PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);


GiveSanityDamage(5.0f, true);
}

void TeleportFunction(string &in asEntity)
{
ChangeMap("Empty_Spaces2", "PlayerStartArea_1", "", "");
}

HELP ME!!!!!
Someone?
Try deleting the !!! out of it.
Do you mean the deathhint Run don't look back?
(01-17-2012, 06:02 PM)SilentStriker Wrote: [ -> ]Do you mean the deathhint Run don't look back?
Yeah... Smile
Can you give me the whole CS? then i should find the problem.
Why does it say CALLBACKFUNC on one checkpoint and nothing in the other?
(01-17-2012, 08:27 PM)SilentStriker Wrote: [ -> ]Why does it say CALLBACKFUNC on one checkpoint and nothing in the other?
Yeah i did not use it... Should i remove? Smile)
I have never done a checkpoint script before but I'm looking at others checkpoint scripts...

Try with removing the Callbackfunc part.

If that not works then write Checkpoint01 and just write
void Checkpoint01(string &in asName, int alCount)
{
}
(01-17-2012, 08:42 PM)SilentStriker Wrote: [ -> ]I have never done a checkpoint script before but I'm looking at others checkpoint scripts...

Try with removing the Callbackfunc part.

If that not works then write Checkpoint01 and just write
void Checkpoint01(string &in asName, int alCount)
{
}
Its Solved! Tnx! Big Grin
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