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So i'll put it like this? Big Grin

In the Global.hps

Code:
////////////////////////////// Run at the start gamevoid OnGameStart(){SetGlobalVarInt("AbandonedHouseDoorUnluck", 0);}


In the Forest.hps

Code:
void OnStart(){    PlayMusic("ambience_wind_eerie.ogg", true, 0.4f, 0, 0, false);AddEntityCollideCallback("Player", "ScriptArea_1", "scream", true, 1); SetEntityPlayerLookAtCallback("corpse_male_leg_1", "LookAtScare_1", true);AddEntityCollideCallback("Player", "ScriptArea_2", "Bugs", true, 1);AddEntityCollideCallback("Player", "BreakFence", "OldFence", true, 1);AddEntityCollideCallback("Player", "AreaCaveMonster", "CollideActivateBreath", true, 1); SetEntityPlayerInteractCallback("Cave", "Level_Cave", false);SetEntityPlayerLookAtCallback("Cave", "CaveText", false); SetEntityPlayerInteractCallback("WindowAbandonedHouse", "Level_AbandonedHouse", false); SetEntityPlayerLookAtCallback("WindowAbandonedHouse", "WindowText", false); if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)}
SetLevelDoorLocked("Level_AbandonedHouse", false);
{    else return;}


And in AbandonedHouse.hps

Code:
void BreakBlockade(string &in asParent, string &in asChild, int alState) {SetEntityActive("Blockade", false);    SetEntityActive("BlockadeBroken", true); CreateParticleSystemAtEntity("breakps", "ps_hit_wood", "AreaBreakEffect", false);SetEntityActive("Crowbar_2", false);    SetEntityActive("CrowbarBroken", true); PlaySoundAtEntity("break","break_wood_metal", "AreaBreakEffect", 0, false); SetLevelDoorLocked("Level_Forest", false);    GiveSanityBoostSmall(); AddGlobalVarInt("AbandonedHouseDoorUnluck", 1);}


If not then i dont get it :/
(04-30-2012, 06:21 PM)z3akx Wrote: [ -> ]So i'll put it like this? Big Grin

In the Global.hps

Code:
////////////////////////////// Run at the start gamevoid OnGameStart(){SetGlobalVarInt("AbandonedHouseDoorUnluck", 0);}


In the Forest.hps

Code:
void OnStart(){    PlayMusic("ambience_wind_eerie.ogg", true, 0.4f, 0, 0, false);AddEntityCollideCallback("Player", "ScriptArea_1", "scream", true, 1); SetEntityPlayerLookAtCallback("corpse_male_leg_1", "LookAtScare_1", true);AddEntityCollideCallback("Player", "ScriptArea_2", "Bugs", true, 1);AddEntityCollideCallback("Player", "BreakFence", "OldFence", true, 1);AddEntityCollideCallback("Player", "AreaCaveMonster", "CollideActivateBreath", true, 1); SetEntityPlayerInteractCallback("Cave", "Level_Cave", false);SetEntityPlayerLookAtCallback("Cave", "CaveText", false); SetEntityPlayerInteractCallback("WindowAbandonedHouse", "Level_AbandonedHouse", false); SetEntityPlayerLookAtCallback("WindowAbandonedHouse", "WindowText", false); if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)}
SetLevelDoorLocked("Level_AbandonedHouse", false);
{    else return;}


And in AbandonedHouse.hps

Code:
void BreakBlockade(string &in asParent, string &in asChild, int alState) {SetEntityActive("Blockade", false);    SetEntityActive("BlockadeBroken", true); CreateParticleSystemAtEntity("breakps", "ps_hit_wood", "AreaBreakEffect", false);SetEntityActive("Crowbar_2", false);    SetEntityActive("CrowbarBroken", true); PlaySoundAtEntity("break","break_wood_metal", "AreaBreakEffect", 0, false); SetLevelDoorLocked("Level_Forest", false);    GiveSanityBoostSmall(); AddGlobalVarInt("AbandonedHouseDoorUnluck", 1);}


If not then i dont get it :/
Wow thats hard as hell to read dont know why it's set it up like that sorry Smile
Could you please make it more readable? xD

you can do that by editing the post ^^
Im so sorry man that failed xD

In the Global.hps

////////////////////////////// Run at the start game
void OnGameStart()
{
SetGlobalVarInt("AbandonedHouseDoorUnluck", 0);
}


In the Forest.hps

void OnStart(){ PlayMusic("ambience_wind_eerie.ogg", true, 0.4f, 0, 0, false);
AddEntityCollideCallback("Player", "ScriptArea_1", "scream", true, 1); SetEntityPlayerLookAtCallback("corpse_male_leg_1", "LookAtScare_1", true);
AddEntityCollideCallback("Player", "ScriptArea_2", "Bugs", true, 1);
AddEntityCollideCallback("Player", "BreakFence", "OldFence", true, 1);
AddEntityCollideCallback("Player", "AreaCaveMonster", "CollideActivateBreath", true, 1); SetEntityPlayerInteractCallback("Cave", "Level_Cave", false);
SetEntityPlayerLookAtCallback("Cave", "CaveText", false); SetEntityPlayerInteractCallback("WindowAbandonedHouse", "Level_AbandonedHouse", false); SetEntityPlayerLookAtCallback("WindowAbandonedHouse", "WindowText", false); if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)
}
SetLevelDoorLocked("Level_AbandonedHouse", false);
{ else return;
}


And in AbandonedHouse.hps

void BreakBlockade(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Blockade", false);
SetEntityActive("BlockadeBroken", true);
CreateParticleSystemAtEntity("breakps", "ps_hit_wood", "AreaBreakEffect", false);
SetEntityActive("Crowbar_2", false);
SetEntityActive("CrowbarBroken", true);
PlaySoundAtEntity("break","break_wood_metal", "AreaBreakEffect", 0, false); SetLevelDoorLocked("Level_Forest", false);
GiveSanityBoostSmall();
AddGlobalVarInt("AbandonedHouseDoorUnluck", 1);
}


That should be better Big Grin

Though i have no idea why the text keeps changing place from how i write it to how it's shown soz Smile
Yes everything is correct except:
if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)

}

SetLevelDoorLocked("Level_AbandonedHouse", false);

{ else return;

it should be inside OnEnter Smile
Okay now im getting this error

FATAL ERROR: Could not load script file 'custom_stories/blabla/bla/blabla/Maps/Forest.hps'! ExecuteString(1, 1) : ERR : No matching signatures to 'OnLeave()'
main (21,20) : ERR : Expected identifier
main (22,2) : ERR : Unexpected token '}'
main (24,2) : ERR : Unexpected token '}'

the "main" part is this


void OnStart()
{
if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)
}
SetLevelDoorLocked("Level_AbandonedHouse", false);
}
else return;
}
}


I dont get it -.-
it's probably because i dont understand how the scripting are connected to one another :-)
(04-30-2012, 07:40 PM)z3akx Wrote: [ -> ]Okay now im getting this error

FATAL ERROR: Could not load script file 'custom_stories/blabla/bla/blabla/Maps/Forest.hps'! ExecuteString(1, 1) : ERR : No matching signatures to 'OnLeave()'
main (21,20) : ERR : Expected identifier
main (22,2) : ERR : Unexpected token '}'
main (24,2) : ERR : Unexpected token '}'

the "main" part is this


void OnStart()
{
if(GetGlobalVarInt("UnluckAbandonedHouseDoor") == 1)
}
SetLevelDoorLocked("Level_AbandonedHouse", false);
}
else return;
}
}


I dont get it -.-
it's probably because i dont understand how the scripting are connected to one another :-)
Check your curly brackets. You have 1 opening curly bracket "{" and 4 closing curly brackets "}".

Oh lawl Big Grin yeah it's working now and i got my cousin to tell me how it all worked together so i understand it now Big Grin thanks for the help dude Big Grin!
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