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So i'm trying to make a Crowbar to unlock a closet, i don't want any crowbar to show up or so, i just want the closet to unlock when i use the crowbar on it. But i get this goddamn fatal error even though i do every goddamn thing correctly Huh

.lang



This could come handy.
Crowbar


.hps


void OnStart()
{
AddUseItemCallback("", "CrowbarForCabinet", "cabinet", "OpenCabinetDoor", true);

}


void OpenCabinetDoor(string &in item, string &in door)
{
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
}


void CeilingDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("CeilingDoor") == true)
{
SetMessage("Messages", "PopupCeilingDoor", 0);
}
}



i get no errors and the map works when the script is like this:


.hpl




void OnStart()
{
AddUseItemCallback("", "CrowbarForCabinet", "cabinet", "OpenCabinetDoor", true);

}


void OpenCabinetDoor(string &in item, string &in door)
{
SetSwingDoorLocked(door, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(item);
}


void CeilingDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("CeilingDoor") == true)
{
SetMessage("Messages", "PopupCeilingDoor", 0);
}
}







fatal error:

[Image: 99p7q9.jpg]
missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
(06-18-2012, 11:44 AM)Rownbear Wrote: [ -> ]missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
Oh i just noticed, it's not only for the CrowbarForCabinet, i've missed at "cabinet" and "cabinet"


damn you silly wiki tutorial Angry

(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:44 AM)Rownbear Wrote: [ -> ]missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
Oh i just noticed, it's not only for the CrowbarForCabinet, i've missed at "cabinet" and "cabinet"


damn you silly wiki tutorial Angry
Well atleast the map loads, but the goddamn crowbar aint opening the closet Huh
(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:44 AM)Rownbear Wrote: [ -> ]missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
Oh i just noticed, it's not only for the CrowbarForCabinet, i've missed at "cabinet" and "cabinet"

damn you silly wiki tutorial Angry

(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:44 AM)Rownbear Wrote: [ -> ]missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
Oh i just noticed, it's not only for the CrowbarForCabinet, i've missed at "cabinet" and "cabinet"

damn you silly wiki tutorial Angry
Well atleast the map loads, but the goddamn crowbar aint opening the closet Huh
i'm not sure if you can open/lock closet, but you can create another open, inactive one. so when you use crowbar on the locked closet. you active the one thats open. or wait until someone who know if that possible responds
void OnStart()
{
AddUseItemCallback("", "CrowbarForCabinet", "cabinet", "OpenCabinetDoor", true);
}

void OpenCabinetDoor(string &in asItem, string &in asEntity) // changed (string &in door) to (string &in asEntity)
{
SetSwingDoorLocked("cabinet", false, true); ///missing quotes on cabinet
PlaySoundAtEntity("", "unlock_door", "cabinet", 0, false); ///missing quotes on cabinet
RemoveItem("CrowbarForCabinet"); //missing quotes on CrowbarForCabinet
}


void CeilingDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("CeilingDoor") == true)
{
SetMessage("Messages", "PopupCeilingDoor", 0);
}
}
(06-18-2012, 11:54 AM)Rownbear Wrote: [ -> ]
(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:44 AM)Rownbear Wrote: [ -> ]missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
Oh i just noticed, it's not only for the CrowbarForCabinet, i've missed at "cabinet" and "cabinet"

damn you silly wiki tutorial Angry

(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:44 AM)Rownbear Wrote: [ -> ]missing "" on these
SetSwingDoorLocked(cabinet, false, true);
PlaySoundAtEntity("", "unlock_door", cabinet, 0, false);
RemoveItem(CrowbarForCabinet);
Oh i just noticed, it's not only for the CrowbarForCabinet, i've missed at "cabinet" and "cabinet"

damn you silly wiki tutorial Angry
Well atleast the map loads, but the goddamn crowbar aint opening the closet Huh
i'm not sure if you can open/lock closet, but you can create another open, inactive one. so when you use crowbar on the locked closet. you active the one thats open. or wait until someone who know if that possible responds
I've played custom stories where you open up a closet with a crowbar, but prehaps the open one was "inactive"


So how exactly do i script that..

(06-18-2012, 11:58 AM)andyrockin123 Wrote: [ -> ]void OnStart()
{
AddUseItemCallback("", "CrowbarForCabinet", "cabinet", "OpenCabinetDoor", true);
}

void OpenCabinetDoor(string &in asItem, string &in asEntity) // changed (string &in door) to (string &in asEntity)
{
SetSwingDoorLocked("cabinet", false, true); ///missing quotes on cabinet
PlaySoundAtEntity("", "unlock_door", "cabinet", 0, false); ///missing quotes on cabinet
RemoveItem("CrowbarForCabinet"); //missing quotes on CrowbarForCabinet
}


void CeilingDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("CeilingDoor") == true)
{
SetMessage("Messages", "PopupCeilingDoor", 0);
}
}
I fixed that, but read all the other posts, rownbear has a good idea.
(06-18-2012, 11:54 AM)Rownbear Wrote: [ -> ]
(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:44 AM)Rownbear Wrote: [ -> ]
i'm not sure if you can open/lock closet, but you can create another open, inactive one. so when you use crowbar on the locked closet. you active the one thats open. or wait until someone who know if that possible responds
I can confirm that you can lock/unlock closets.
(06-18-2012, 11:59 AM)andyrockin123 Wrote: [ -> ]
(06-18-2012, 11:54 AM)Rownbear Wrote: [ -> ]
(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:44 AM)Rownbear Wrote: [ -> ]
i'm not sure if you can open/lock closet, but you can create another open, inactive one. so when you use crowbar on the locked closet. you active the one thats open. or wait until someone who know if that possible responds
I can confirm that you can lock/unlock closets.
I fixed the quotes but it won't unlock Sad(
(06-18-2012, 11:58 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:54 AM)Rownbear Wrote: [ -> ]
(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:44 AM)Rownbear Wrote: [ -> ]

(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:44 AM)Rownbear Wrote: [ -> ]

(06-18-2012, 11:58 AM)andyrockin123 Wrote: [ -> ]void OnStart()
{
AddUseItemCallback("", "CrowbarForCabinet", "cabinet", "OpenCabinetDoor", true);
}

void OpenCabinetDoor(string &in asItem, string &in asEntity) // changed (string &in door) to (string &in asEntity)
{
SetSwingDoorLocked("cabinet", false, true); ///missing quotes on cabinet
PlaySoundAtEntity("", "unlock_door", "cabinet", 0, false); ///missing quotes on cabinet
RemoveItem("CrowbarForCabinet"); //missing quotes on CrowbarForCabinet
}


void CeilingDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("CeilingDoor") == true)
{
SetMessage("Messages", "PopupCeilingDoor", 0);
}
}
I fixed that, but read all the other posts, rownbear has a good idea.
Not quite; please check again. The function "
OpenCabinetDoor " has inproper syntax which is why its not working. It shouldn't be:

(string &in asItem, string &in door)

I revised it to

(string &in asItem, string &in asEntity)
(06-18-2012, 12:03 PM)andyrockin123 Wrote: [ -> ]
(06-18-2012, 11:58 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:54 AM)Rownbear Wrote: [ -> ]
(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:44 AM)Rownbear Wrote: [ -> ]

(06-18-2012, 11:48 AM)CrazyArts Wrote: [ -> ]
(06-18-2012, 11:58 AM)andyrockin123 Wrote: [ -> ]void OnStart()
{
AddUseItemCallback("", "CrowbarForCabinet", "cabinet", "OpenCabinetDoor", true);
}

void OpenCabinetDoor(string &in asItem, string &in asEntity) // changed (string &in door) to (string &in asEntity)
{
SetSwingDoorLocked("cabinet", false, true); ///missing quotes on cabinet
PlaySoundAtEntity("", "unlock_door", "cabinet", 0, false); ///missing quotes on cabinet
RemoveItem("CrowbarForCabinet"); //missing quotes on CrowbarForCabinet
}


void CeilingDoorLocked(string &in entity)
{
if(GetSwingDoorLocked("CeilingDoor") == true)
{
SetMessage("Messages", "PopupCeilingDoor", 0);
}
}
I fixed that, but read all the other posts, rownbear has a good idea.
Not quite; please check again. The function "
OpenCabinetDoor " has inproper syntax which is why its not working. It shouldn't be:

(string &in asItem, string &in door)

I revised it to

(string &in asItem, string &in asEntity)
I did that too but the crowbar doesen't unclock the closet Sad
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