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Full Version: ITS NOT WORKING!
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I am trying to set up a cheap jump scare but it is not working. I have a brute in a cabinet his name is: servant_brute_2

Here is the script I typed:

{
AddEntityCollideCallback("Player", "ScriptArea_6", "CabinateScare", true, 1);
}


void CabinateScare(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "hurt_pant.snt", "Player", 0, false);
SetEntityActive("servant_brute_2", true);
AddEnemyPatrolNode("servant_brute_2", "PathNodeArea_5", 0, "Idle");
}

Whenever I walk up to the cabinet the brute is supposed to activate and pop out, But he didn't even activate (He is deactivated) I have a PathNode set up right in front of the cabinet.

EDIT: I have the script area right in front of the cabinet.
did you put:

void OnStart()


on top of:
{
AddEntityCollideCallback("Player", "ScriptArea_6", "CabinateScare", true, 1);
}


?
(06-25-2012, 09:50 AM)Dutton Wrote: [ -> ]did you put:

void OnStart()


on top of:
{
AddEntityCollideCallback("Player", "ScriptArea_6", "CabinateScare", true, 1);
}


?
Yep thats there :/

Fixed it.
What was the problem?

i just made a small test map with following code:

void OnStart()
{
AddEntityCollideCallback("Player", "jumpscare1", "BruteFunc", true, 1);
}

void BruteFunc(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "hurt_pant.snt", "Player", 0, false);
SetEntityActive("brutescare", true);
}

and it worked perfectly :p
(06-25-2012, 10:27 AM)Dutton Wrote: [ -> ]What was the problem?

i just made a small test map with following code:

void OnStart()
{
AddEntityCollideCallback("Player", "jumpscare1", "BruteFunc", true, 1);
}

void BruteFunc(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "hurt_pant.snt", "Player", 0, false);
SetEntityActive("brutescare", true);
}

and it worked perfectly :p
Well It was supposed to activate when I was really close up to it and as soon as he was activated he deactivated (He's a poofer). My bad XD