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Full Version: [SOLVED]No scripts work
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I have a serious problem in my newest map!
None of my scripts work! NONE!

I tried adding a debug message in void OnStart(). Nothing happens.
My map and .hps file has the same name (doublechecked)

Script:
Spoiler below!


void OnStart()
{

AddDebugMessage("SCRIPT", false);

AddEntityCollideCallback("Player", "AreaOpenDoorGrunt", "OpenDoorGrunt", true, 0);
AddEntityCollideCallback("servant_grunt_3", "AreaMonsterDisappear_1", "MonsterDisappear_1", true, 0);
AddEntityCollideCallback("Player", "AreaStopMonster", "StopMonster", false, 0);
for(int p=1;p<3;p++) AddEntityCollideCallback("saw_"+p, "AreaWoodSaw", "BuildLadder", true, 0);

AddTimer("ScareSounds_"+RandInt(1, 5), RandInt(5, 15), "ScareSounds");
AddTimer("ScareSounds_"+RandInt(1, 5), RandInt(5, 15), "ScareSounds");

}

//////////////
//SAW PUZZLE//

void InteractWoodSaw(string &in asEntity)
{
AddDebugMessage("SCRIPT", false);
SetMessage("Messages", "04_saw", 0);
AddQuest("04_NeedSaw", "04_NeedSaw");
}

void BuildLadder(string &in asParent, string &in asChild, int alState)
{
if(GetLocalVarInt("MonsterIsActive", 1);

if(asTimer == "BuildLadder_1")
{
SetEntityActive("wooden_board01_1", false);
SetEntityActive("wooden_board01_2", false);
SetEntityActive("wooden_board_pile01_2", false);
SetEntityActive("ladder_item_1", true);
FadeIn(2);
AddTimer("BuildLadder_2", 2, "BuildLadder");
return;
}

if(asTimer == "BuildLadder_2")
{
AddPlayerSanity(10);
CompleteQuest("04_NeedSaw", "Quest_04_NeedSaw_Text");
return;
}

if(asTimer == BuildLadder)
{
FadeOut(0);
PlaySoundAtEntity("", "26_saw.snt", "Player", 0, false);
AddTimer("BuildLadder_1", 5, "BuildLadder");
}
}

//SAW PUZZLE END//
//////////////////

////////////////
//SCARE SOUNDS//

void ScareSounds(string &in asTimer)
{
if(asTimer == "ScareSounds_1")
{
PlaySoundAtEntity("", "scare_male_terrified.snt", "ScareSounds_"+RandInt(1, 5), 0, false);
AddTimer("ScareSounds_"+RandInt(1, 5), 0, "ScareSounds");
}

if(asTimer == "ScareSounds_2")
{
PlaySoundAtEntity("", "scare_male_terrified.snt", "ScareSounds_"+RandInt(1, 5), 0, false);
AddTimer("ScareSounds_"+RandInt(1, 5), 0, "ScareSounds");
}

if(asTimer == "ScareSounds_3")
{
PlaySoundAtEntity("", "scare_male_terrified.snt", "ScareSounds_"+RandInt(1, 5), 0, false);
AddTimer("ScareSounds_"+RandInt(1, 5), 0, "ScareSounds");
}

if(asTimer == "ScareSounds_4")
{
PlaySoundAtEntity("", "scare_human_noices.snt", "ScareSounds_"+RandInt(1, 5), 0, false);
AddTimer("ScareSounds_"+RandInt(1, 5), 0, "ScareSounds");
}

if(asTimer == "ScareSounds_5")
{
PlaySoundAtEntity("", "pounding_suitor_low.snt", "ScareSounds_"+RandInt(1, 5), 0, false);
AddTimer("ScareSounds_"+RandInt(1, 5), 0, "ScareSounds");
}


AddTimer("ScareSounds", RandInt(5, 15), "ScareSounds");
}

//SCARESOUNDS END//
///////////////////

///////////
//ENEMIES//

//ENEMIES END//
///////////////

void OnEnter()
{



}

void OnLeave()
{



}



Does anybody know what to do?
Script is missing some of these: { and }

void BuildLadder(string &in asParent, string &in asChild, int alState)
{
if(GetLocalVarInt("MonsterIsActive", 1);
{ //THIS ONE IS MISSING
if(asTimer == "BuildLadder_1")
{
SetEntityActive("wooden_board01_1", false);
SetEntityActive("wooden_board01_2", false);
SetEntityActive("wooden_board_pile01_2", false);
SetEntityActive("ladder_item_1", true);
FadeIn(2);
AddTimer("BuildLadder_2", 2, "BuildLadder");
return;
}
} //THIS ONE IS MISSING
if(GetLocalVarInt("MonsterIsActive")== 1)

not

if(GetLocalVarInt("MonsterIsActive", 1);
But don't i get an error then? It doesn't check the script. It just plays the level as if there were no script
Is the name of your .hps script file the same as your map file?

E.x. If your map's name is Entrance_Hall.map then your script file for it should be Entrance_Hall.hps
As i wrote in my first post: Yes and i've double checked
Have you created the script file while you were playing the map?
First of all, the fact that the game isn't even noticing the {} errors in your actual coding means that it is not even registering that the script file exists.

Did you put your .hps files in your maps folder?
Try exiting Amnesia, re-enter it, and re-launch the map. I had this issue, and this worked.
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