03-07-2012, 03:28 PM
03-07-2012, 08:07 PM
(03-07-2012, 03:28 PM)flamez3 Wrote: [ -> ]I don't like spoonfeeding everyone all the time lolI see that.... xD
But you could have said.... there's something missing in the callback.... THAT would have made me like..... hmm... let's see here.. what's missing.... AAAHHH xD
EDIT: oh goody.... still not working
//Cell wall
AddUseItemCallback("", "Hammer & Chipper", "cell_breakable_wall_1", "BreakWall", false);
}
void BreakWall(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("cell_breakable_wall_1", false, true);
PlaySoundAtEntity("", "unlock_door", "cell_breakable_wall_1", 0, false);
SetEntityActive("cell_breakable_wall_1", false);
}
void OnLeave()
{
}
HOW CAN THAT BE WRONG.... SERIOUSLY!?
03-07-2012, 11:12 PM
I did say that you missed the internal name alot of times actually. Anyway. Can you post the entire script instead of posting the one callback and function.
03-08-2012, 04:27 AM
I would use:
AddUseItemCallback("", "stone_hammer_chipper", "cell_breakable_wall_1", "BreakWall", false);
}
void BreakWall(string &in asItem, string &in asEntity)
{
//SetSwingDoorLocked("cell_breakable_wall_1", false, true);
//PlaySoundAtEntity("", "unlock_door", "cell_breakable_wall_1", 0, false)
SetEntityActive("cell_breakable_wall_1", false);
SetEntityActive("cell_breakable_wall_broken_1", true);
}
Where the "cell_breakable_wall_broken_1" is a placed wall you have placed yourself inside the first one, and making it inactive.
Aswell as "stone_hammer_chipper" is the trivial name of the hammer & chipper. I think it might bug if you rename it to that, I just use the trivial or no spaces.
//PlaySoundAtEntity("", "unlock_door", "cell_breakable_wall_1", 0, false)
I dont feel like that sound would fit the settings though
AddUseItemCallback("", "stone_hammer_chipper", "cell_breakable_wall_1", "BreakWall", false);
}
void BreakWall(string &in asItem, string &in asEntity)
{
//SetSwingDoorLocked("cell_breakable_wall_1", false, true);
//PlaySoundAtEntity("", "unlock_door", "cell_breakable_wall_1", 0, false)
SetEntityActive("cell_breakable_wall_1", false);
SetEntityActive("cell_breakable_wall_broken_1", true);
}
Where the "cell_breakable_wall_broken_1" is a placed wall you have placed yourself inside the first one, and making it inactive.
Aswell as "stone_hammer_chipper" is the trivial name of the hammer & chipper. I think it might bug if you rename it to that, I just use the trivial or no spaces.
//PlaySoundAtEntity("", "unlock_door", "cell_breakable_wall_1", 0, false)
I dont feel like that sound would fit the settings though
03-08-2012, 07:54 AM
(03-08-2012, 04:27 AM)Ardoetia Wrote: [ -> ]I would use:I agree, I got the Hammer & Chipper name from a friend of mine, he thought it was called that and I was like.. hm.... really? If you say so.. lol
AddUseItemCallback("", "stone_hammer_chipper", "cell_breakable_wall_1", "BreakWall", false);
}
void BreakWall(string &in asItem, string &in asEntity)
{
//SetSwingDoorLocked("cell_breakable_wall_1", false, true);
//PlaySoundAtEntity("", "unlock_door", "cell_breakable_wall_1", 0, false)
SetEntityActive("cell_breakable_wall_1", false);
SetEntityActive("cell_breakable_wall_broken_1", true);
}
Where the "cell_breakable_wall_broken_1" is a placed wall you have placed yourself inside the first one, and making it inactive.
Aswell as "stone_hammer_chipper" is the trivial name of the hammer & chipper. I think it might bug if you rename it to that, I just use the trivial or no spaces.
//PlaySoundAtEntity("", "unlock_door", "cell_breakable_wall_1", 0, false)
I dont feel like that sound would fit the settings though
(03-07-2012, 11:12 PM)flamez3 Wrote: [ -> ]I did say that you missed the internal name alot of times actually. Anyway. Can you post the entire script instead of posting the one callback and function.Of course I could but, that's the only thing that could be something wrong with, everything else works.... but here
// Run when entering map
void OnStart()
{
AddUseItemCallback("", "Prisonkey", "prisondoor", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddUseItemCallback("Hammer & Chipper", "cell_breakable_wall_1", "BreakWall", true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prisondoor", false, true);
PlaySoundAtEntity("", "unlock_door", "prisondoor", 0, false);
RemoveItem("Prisonkey");
}
//Prison brute
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_brute", true);
AddEnemyPatrolNode("servant_brute", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_15", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_16", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_17", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_18", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_19", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_20", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_21", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_22", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_23", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_24", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_25", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_26", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_27", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_28", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_29", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_30", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_31", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_32", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_33", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_34", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_35", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_36", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_37", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_38", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_39", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_40", 0, "");
}
void Despawnservant_brute(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("servant_brute", false);
}
//Cell wall
AddUseItemCallback("", "Hammer & Chipper", "cell_breakable_wall_1", "BreakWall", false);
}
void BreakWall(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("cell_breakable_wall_1", false, true);
PlaySoundAtEntity("", "unlock_door", "cell_breakable_wall_1", 0, false);
SetEntityActive("cell_breakable_wall_1", false);
}
void OnLeave()
{
}
03-08-2012, 08:12 AM
You still haven't put the "" behind Hammer & Chipper ion the AddUseItemCallback.
03-08-2012, 08:40 AM
(03-08-2012, 08:12 AM)flamez3 Wrote: [ -> ]You still haven't put the "" behind Hammer & Chipper ion the AddUseItemCallback.Uhm... yes I have
AddUseItemCallback("", "Hammer & Chipper", "cell_breakable_wall_1", "BreakWall", false);
They are right there?
03-08-2012, 11:18 AM
Sorry, wasn't thinking. ALL Callbacks go into the void OnStart().
03-08-2012, 11:29 AM
(03-08-2012, 11:18 AM)flamez3 Wrote: [ -> ]Sorry, wasn't thinking. ALL Callbacks go into the void OnStart().Wait, can't you only type 1 of those? Af the second line of the .hps?
03-08-2012, 11:32 AM
No. You can have as many as you need. Only that the functions have different names.