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Full Version: Scripting fatal errors?
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Alright, another day another problem, I added a couple of new lines, they seem to be causing some kind of a problem:


void OnStart()
{
FadeOut(0);
FadeIn(10);
AddEntityCollideCallback("Player", "Studydooropen", "CollideRoomTwo", true, 0);
SetEntityCallbackFunc(lantern_1, removelight);
AddUseItemCallback("", "bedroomkey_1", "mansion_1", "UsedKeyOnDoor", true);
}

void CollideRoomTwo(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_2", true, true);
SetSwingDoorLocked("mansion_2", true, true);
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_1", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);
RemoveItem("bedroomkey_1");
}

void removelight(string &in asEntity, string &in type)
{
SetLightVisible(PointLight_1, false);
}

void OnLeave()
{

}

I wanted to make the lantern emit light until the player picks it up, then the light is supposed to disappear. I get this error:
main (6,24) : ERR : lantern_1 is not declared
main (29,18) : ERR : PointLight_1 is not declared

Any help?

Thanks, Rapsis
You are missing the quotation marks needed to make the parameters a string. I.e:

SetEntityCallbackFunc("lantern_1", "removelight");
SetLightVisible("PointLight_1", false);
Ooooh, thanks, silly me ;D

Argh, now I get:
(6,24) No matching signatures to 'SetEntityCallbackFunc(string@&, removelight)

(10-14-2012, 11:28 AM)Rapsis Wrote: [ -> ]Ooooh, thanks, silly me ;D

Argh, now I get:
(6,24) No matching signatures to 'SetEntityCallbackFunc(string@&, removelight)
Help? I can't work until this is fixed...
(10-14-2012, 11:28 AM)Rapsis Wrote: [ -> ]Ooooh, thanks, silly me ;D

Argh, now I get:
(6,24) No matching signatures to 'SetEntityCallbackFunc(string@&, removelight)

(10-14-2012, 11:28 AM)Rapsis Wrote: [ -> ]Ooooh, thanks, silly me ;D

Argh, now I get:
(6,24) No matching signatures to 'SetEntityCallbackFunc(string@&, removelight)
Help? I can't work until this is fixed...
Alright, I just removed the script, it's not essential, now I made another script where a vase falls of a counter with AddPropForce, but instead of falling off, it simply disappears. Any help?
It disappears? 0_0 Maybe you've added too much force. Mess around with the values and maybe you get something.
(10-14-2012, 01:14 PM)The chaser Wrote: [ -> ]It disappears? 0_0 Maybe you've added too much force. Mess around with the values and maybe you get something.
It either doesn't move at all or disappears. Thought it was a bug so I removed it, too. Now I made ANOTHER thing, this time it's a statue that the player looks at automaticly:



void OnStart()
{
FadeOut(0);
FadeIn(10);
AddEntityCollideCallback("Player", "Studydooropen", "CollideRoomTwo", true, 0);
AddUseItemCallback("", "bedroomkey_1", "mansion_1", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "Statuescare", "Statuescare", true, 0);
}

void CollideRoomTwo(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_2", true, true);
SetSwingDoorLocked("mansion_2", true, true);
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_1", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);
RemoveItem("bedroomkey_1");
}

void Statuescare(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("Statue_1", 75, 100, "");
}



void OnLeave()
{

}

The thing is, it doesn't work. No error or anything, it just doesn't work, he doesn't look at it.
Is Statue_1 a script area? If not, maybe that's the issue. Areas have a center, models don't.

Also, don't abandon every thing because it doesn't work, that's unhealthy for knowledge. And we are here to help, it doesn't matter if you do too much things.
(10-14-2012, 02:57 PM)The chaser Wrote: [ -> ]Is Statue_1 a script area? If not, maybe that's the issue. Areas have a center, models don't.

Also, don't abandon every thing because it doesn't work, that's unhealthy for knowledge. And we are here to help, it doesn't matter if you do too much things.
Oh, yeah, that fixed it, thanks! I have no idea how to make him stop looking at him though :/
Use StopPlayerLookAt();

Have a timer call it, though. :0
Can anyone do this script for me? I tried


void Statuescare(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("Statue_1", 75, 100, "");
AddTimer("Scaretimer_1", 3, "StopPlayerLookAt");
}

But it doesn't work. Not surprised.
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