Frictional Games Forum (read-only)

Full Version: Adding 2nd script
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
I tried different ways to add two script but it is wrong for example, "Excepted or Unecepted, 2 hours to tire and nothing. Can someone enlighten me.


Quote:////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "key_tower_1", "prison_section_1", "UsedKeyOnDoor", true);
}

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

{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlockdoor", "prison_section_1", 0, false);
RemoveItem("key_tower_1");
}

//

{
AddEntityCollideCallback("Player", "ScriptArea_2", "CollideScript_2", true, 1);
}

void CollideScript_2(string &in asParent, string &in asChild, int alState);

{
SetSwingDoorClosed("cellar_wood01_1", true, false);
}






///////////////////////////
// Run when entering map
void OnEnter()

{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}
Code:
{                    
  AddEntityCollideCallback("Player", "ScriptArea_2", "CollideScript_2", true, 1);
}

ಠ_ಠ

Please read this before you do any more scripting. Then feel free to ask questions.
AddEntityCollideCallback("Player", "ScriptArea_2", "CollideScript_2", true, 1);

should be in the void on start part...

EG.

////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "key_tower_1", "prison_section_1", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "ScriptArea_2", "CollideScript_2", true, 1);
}
Is not working



////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "key_tower_1", "prison_section_1", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "ScriptArea_2", "CollideScript_2", true, 1);
}


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

{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlockdoor", "prison_section_1", 0, false);
RemoveItem("key_tower_1");
}

//


void CollideScript_2(string &in asParent, string &in asChild, int alState);

{
SetSwingDoorClosed("cellar_wood01_1", true, false);
}






///////////////////////////
// Run when entering map
void OnEnter()

{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

and also not working



////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "key_tower_1", "prison_section_1", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "ScriptArea_2", "CollideScript_2", true, 1);
}


void UsedKeyOnDoor(string &in asItem, string &in asEntity)
void CollideScript_2(string &in asParent, string &in asChild, int alState);

{
SetSwingDoorLocked("prison_section_1", false, true);
SetSwingDoorClosed("cellar_wood01_1", true, false);
PlaySoundAtEntity("", "unlockdoor", "prison_section_1", 0, false);
RemoveItem("key_tower_1");
}












///////////////////////////
// Run when entering map
void OnEnter()

{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "key_tower_1", "prison_section_1", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "ScriptArea_2", "CollideScript_2", true, 1);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlockdoor", "prison_section_1", 0, false);
RemoveItem("key_tower_1");
}
void CollideScript_2(string &in asParent, string &in asChild, int alState);
{
SetSwingDoorClosed("cellar_wood01_1", true, false);
}
///////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}









Change your script to this, you have many unnecessary spaces, you dont need spaces like what you have done. This should work unless you've not named somethign right.

Eh, also have you named your key and door properly?

EG. in your level editor select your door your using and press the entity tab, you should see CallBackFunc, under it write the doors name, eg. door1.

For the key the name of key should be under CustomSubItemTypeName.

If this all fails then i have no idea whats wrong