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Full Version: Script causing game to randomly crash (No FATAL ERROR)
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(05-18-2011, 01:17 PM)Roenlond Wrote: [ -> ]void OnStart(), not void onStart()

Fail is me. Ill try that later.


EDIT: Nope, still getting the main(8,1) error.

.hps
Spoiler below!

void OnStart()
{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}

void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)
{
SetEntityActive(servant_grunt_2", true);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(servant_grunt_1", "false");
}

(05-18-2011, 01:49 PM)XxRoCkBaNdMaNxX Wrote: [ -> ]
(05-18-2011, 01:17 PM)Roenlond Wrote: [ -> ]void OnStart(), not void onStart()

Fail is me. Ill try that later.


EDIT: Nope, still getting the main(8,1) error.

.hps
Spoiler below!

void OnStart()
{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}

void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)
{
SetEntityActive(servant_grunt_2", true);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(servant_grunt_1", "false");
}


oh wow how could I miss that?
Spoiler below!

void OnStart()
{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}
/*
{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}*/

void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)
{
SetEntityActive(servant_grunt_2", true);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(servant_grunt_1", "false");
}


I commented out one section (/*comment*/) that had no function, i.e it was just
{
DoStuff();
}

not

void Stuff()
{
DoStuff();
}

There's nothing calling that function and since I have no idea what you want with it, I simply commented it out. Fix that and you're good to go, I believe Smile
(05-18-2011, 03:28 PM)Roenlond Wrote: [ -> ]
(05-18-2011, 01:49 PM)XxRoCkBaNdMaNxX Wrote: [ -> ]
(05-18-2011, 01:17 PM)Roenlond Wrote: [ -> ]void OnStart(), not void onStart()

Fail is me. Ill try that later.


EDIT: Nope, still getting the main(8,1) error.

.hps
Spoiler below!

void OnStart()
{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}

void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)
{
SetEntityActive(servant_grunt_2", true);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(servant_grunt_1", "false");
}


oh wow how could I miss that?
Spoiler below!

void OnStart()
{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}
/*
{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}*/

void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)
{
SetEntityActive(servant_grunt_2", true);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(servant_grunt_1", "false");
}


I commented out one section (/*comment*/) that had no function, i.e it was just
{
DoStuff();
}

not

void Stuff()
{
DoStuff();
}

There's nothing calling that function and since I have no idea what you want with it, I simply commented it out. Fix that and you're good to go, I believe Smile

Oh thanks!. Atleast I should know whats causing that problem in the future! So I can pretty much put anything there?

void GruntPathNodes

{
Stuff();
MoreStuff();
EvenMoreStuff();
}
(05-18-2011, 07:16 PM)XxRoCkBaNdMaNxX Wrote: [ -> ]
(05-18-2011, 03:28 PM)Roenlond Wrote: [ -> ]
(05-18-2011, 01:49 PM)XxRoCkBaNdMaNxX Wrote: [ -> ]
(05-18-2011, 01:17 PM)Roenlond Wrote: [ -> ]void OnStart(), not void onStart()

Fail is me. Ill try that later.


EDIT: Nope, still getting the main(8,1) error.

.hps
Spoiler below!

void OnStart()
{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}

void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)
{
SetEntityActive(servant_grunt_2", true);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(servant_grunt_1", "false");
}


oh wow how could I miss that?
Spoiler below!

void OnStart()
{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}
/*
{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}*/

void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)
{
SetEntityActive(servant_grunt_2", true);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(servant_grunt_1", "false");
}


I commented out one section (/*comment*/) that had no function, i.e it was just
{
DoStuff();
}

not

void Stuff()
{
DoStuff();
}

There's nothing calling that function and since I have no idea what you want with it, I simply commented it out. Fix that and you're good to go, I believe Smile

Oh thanks!. Atleast I should know whats causing that problem in the future! So I can pretty much put anything there?

void GruntPathNodes

{
Stuff();
MoreStuff();
EvenMoreStuff();
}

yeah, just be sure to remember the syntax in parentheses after GruntPathNodes, depending on the callback you use.
(05-18-2011, 08:33 PM)Roenlond Wrote: [ -> ]
(05-18-2011, 07:16 PM)XxRoCkBaNdMaNxX Wrote: [ -> ]
(05-18-2011, 03:28 PM)Roenlond Wrote: [ -> ]
(05-18-2011, 01:49 PM)XxRoCkBaNdMaNxX Wrote: [ -> ]
(05-18-2011, 01:17 PM)Roenlond Wrote: [ -> ]void OnStart(), not void onStart()

Fail is me. Ill try that later.


EDIT: Nope, still getting the main(8,1) error.

.hps
Spoiler below!

void OnStart()
{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}

void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)
{
SetEntityActive(servant_grunt_2", true);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(servant_grunt_1", "false");
}


oh wow how could I miss that?
Spoiler below!

void OnStart()
{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}
/*
{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}*/

void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)
{
SetEntityActive(servant_grunt_2", true);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(servant_grunt_1", "false");
}


I commented out one section (/*comment*/) that had no function, i.e it was just
{
DoStuff();
}

not

void Stuff()
{
DoStuff();
}

There's nothing calling that function and since I have no idea what you want with it, I simply commented it out. Fix that and you're good to go, I believe Smile

Oh thanks!. Atleast I should know whats causing that problem in the future! So I can pretty much put anything there?

void GruntPathNodes

{
Stuff();
MoreStuff();
EvenMoreStuff();
}

yeah, just be sure to remember the syntax in parentheses after GruntPathNodes, depending on the callback you use.

Alright. Also, I think I wanna change the story a bit and make it so you play as a girl. Is there anyway I can get it to use Justine's player sound files instead of Daniel's?
Bumpity. I want to know if I can use Justine's player sound files instead of Daniel's player sound files. Also, how to use Justine's sounds for the wake up scene
Really have no idea how to use the Justine files, I haven't finished the expansion yet so I don't want to dig too deep into the game files, might be spoilers in there Smile
(05-21-2011, 04:21 PM)Roenlond Wrote: [ -> ]Really have no idea how to use the Justine files, I haven't finished the expansion yet so I don't want to dig too deep into the game files, might be spoilers in there Smile

Oops, sorry.

Anyone else that has finished Justine?
(05-21-2011, 03:25 PM)XxRoCkBaNdMaNxX Wrote: [ -> ]Bumpity. I want to know if I can use Justine's player sound files instead of Daniel's player sound files. Also, how to use Justine's sounds for the wake up scene

You have to do a full conversion then. Look at the ptest_materials.cfg file.
(05-21-2011, 04:36 PM)Tanshaydar Wrote: [ -> ]
(05-21-2011, 03:25 PM)XxRoCkBaNdMaNxX Wrote: [ -> ]Bumpity. I want to know if I can use Justine's player sound files instead of Daniel's player sound files. Also, how to use Justine's sounds for the wake up scene

You have to do a full conversion then. Look at the ptest_materials.cfg file.

I did, but to me, It looks all gibberish.

Oh well, If I ever get better I guess I can make a different Custom with this.
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