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I followed this guide to trigger a monster when picking up a key.
http://wiki.frictionalgames.com/hpl2/tut...n_entities


But everything works fine ( opening door , locked door , etc )
Expect for the grunt to spawn , why isn't he spawning?
help please
Post your script.

Edit: Is the monster in the level_editor called monster_grunt?
(10-08-2012, 10:35 AM)i3670 Wrote: [ -> ]Post your script.

Edit: Is the monster in the level_editor called monster_grunt?
Here is the script , and yes the grunt is named "monster_ grunt"





void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
(10-08-2012, 11:11 AM)naseem142 Wrote: [ -> ]
(10-08-2012, 10:35 AM)i3670 Wrote: [ -> ]Post your script.

Edit: Is the monster in the level_editor called monster_grunt?
Here is the script , and yes the grunt is named "monster_ grunt"





void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
void OnPickup(string &in asEntity, string &in asType)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}

You had the sintax wrong.
(10-08-2012, 11:48 AM)The chaser Wrote: [ -> ]
(10-08-2012, 11:11 AM)naseem142 Wrote: [ -> ]
(10-08-2012, 10:35 AM)i3670 Wrote: [ -> ]Post your script.

Edit: Is the monster in the level_editor called monster_grunt?
Here is the script , and yes the grunt is named "monster_ grunt"





void OnStart()
{
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("locked_door1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
RemoveItem("key_1");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}
void OnPickup(string &in asEntity, string &in asType)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
}

You had the sintax wrong.
Still doesn't work.
am i suppose to do anything with entity options?

[Image: mhGIv.png]
No, you don't need to do anything with these.

Code:
void OnStart()

{

AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);

SetEntityCallbackFunc("key_1", "OnPickup");

}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("locked_door1", false, true);

PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);

RemoveItem("key_1");

}

void OnPickup(string &in asEntity, string &in type)
{
  SetEntityActive("monster_grunt", true);
  ShowEnemyPlayerPosition("monster_grunt");
}

Weird. Maybe if you copy-paste the script it works. I was wrong with the syntax, it was "string &in type".
But, in the CallbackFunc, in the level editor, put "OnPickup". If I'm not wrong, when you put the mouse there, it says something about OnPickup, OnIgnite, Break. I think.
(10-08-2012, 01:21 PM)The chaser Wrote: [ -> ]No, you don't need to do anything with these.

Code:
void OnStart()

{

AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);

SetEntityCallbackFunc("key_1", "OnPickup");

}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("locked_door1", false, true);

PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);

RemoveItem("key_1");

}

void OnPickup(string &in asEntity, string &in type)
{
  SetEntityActive("monster_grunt", true);
  ShowEnemyPlayerPosition("monster_grunt");
}

Weird. Maybe if you copy-paste the script it works. I was wrong with the syntax, it was "string &in type".
But, in the CallbackFunc, in the level editor, put "OnPickup". If I'm not wrong, when you put the mouse there, it says something about OnPickup, OnIgnite, Break. I think.
It worked now , thanks i don't know how but i think your new code did it Big Grin