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What error are you getting, exactly? Same as before?
Yes.

"No matching signatures" for Rows 26 and 28
Code:
/////////////////////////////
// Run first time starting map
void OnStart()
{
PlayMusic("07_amb.ogg", true, 100.0, 0.0, 1, true);
AddEntityCollideCallback("Player", "Key_Quest_Area", "GetKeyQuest", true, 1);
AddEntityCollideCallback("Player", "Key_Complete_Area", "FinishKeyQuest", true, 1);
AddEntityCollideCallback("Player", "Grunt_Area", "CollideGruntDoor", true, 1);
}

void GetKeyQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("keyquest", "KeyQuest");
}

void FinishKeyQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("keyquest", "KeyQuest");
}

void CollideGruntDoor(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("eastwingdoor", true, true);
StartPlayerLookAt("eastwingdoor", 10.0f, 10.0f, "");
AddTimer("", 2.0f, "stoplook");
CreateEntityAtArea("grunt_1", "servant_grunt.ent", "Grunt_Area_2", true);
ShowEnemyPlayerPosition("grunt_1");
GiveSanityDamage(50.0f, true);
}

void stoplook(string &in asTimer)
{
StopPlayerLookAt();
}
////////////////////////////
// Run when entering map
void OnEnter()
{
AddUseItemCallback("", "eastwingkey_1", "eastwingdoor", "UsedKeyOnDoor", true);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("eastwingdoor", false, true);
    PlaySoundAtEntity("", "unlock_door", "eastwingdoor", 0, false);
    RemoveItem("eastwingkey_1");
}




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

}

Row 26 and 28 had incorrect functions, you had too many columns. Double check functions that produces errors with http://wiki.frictionalgames.com/hpl2/amn..._functions . Check how many columns you need, and how many you have.
Thanks for the help Big Grin I really do appreciate it!
Hmm.. How would you add a momento to find a key that unlocks a door that was set to slam shut at a specific area after you've interacted with it?

Example: a door is slightly ajar in front of you, you walk foward, the door slams shut, you move foward to open it, but it's locked, a momento is added after you try to open it.
Code:
/////////////////////////////
// Run first time starting map
void OnStart()
{
PlayMusic("07_amb.ogg", true, 100.0, 0.0, 1, true);
AddEntityCollideCallback("Player", "Key_Quest_Area", "GetKeyQuest", true, 1);
AddEntityCollideCallback("Player", "Key_Complete_Area", "FinishKeyQuest", true, 1);
AddEntityCollideCallback("Player", "Grunt_Area", "CollideGruntDoor", true, 1);
AddEntityCollideCallback("Player", "SlamDoorArea_1", "CollideSlamDoor", true, 1);
}

void GetKeyQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("keyquest", "KeyQuest");
}

void FinishKeyQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("keyquest", "KeyQuest");
}

void CollideGruntDoor(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("eastwingdoor", true, true);
SetLightVisible("candlestick_floor_9", true, false);
StartPlayerLookAt("eastwingdoor", 10.0f, 10.0f, "");
AddTimer("", 2.0f, "stoplook");
CreateEntityAtArea("grunt_1", "servant_grunt.ent", "Grunt_Area_2", true);
ShowEnemyPlayerPosition("grunt_1");
GiveSanityDamage(75.0f, true);
SetEnemyIsHallucination ("grunt_1", true, 3);
}

void stoplook(string &in asTimer)
{
StopPlayerLookAt();
StopPlayerLookAt();
}

void CollideSlamDoor(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("kitchendoor", true, true);
SetSwingDoorLocked("kitchendoor", true, true);
StartPlayerLookAt("kitchendoor", 20.0f, 20.0f, "");
AddTimer("", 2.0f, "stoplook");
}





////////////////////////////
// Run when entering map
void OnEnter()
{
AddUseItemCallback("", "eastwingkey_1", "eastwingdoor", "UsedKeyOnDoor", true);
AddUseItemCallback("", "dinningroomkey_1", "dinningroomdoor", "UsedKeyOnDoor_2", true);
AddUseItemCallback("", "kitchenkey_1", "kitchendoor", "UsedKeyOnDoor_3", true);
AddUseItemCallback("", "peterskey_1", "petersroom", "UsedKeyOnDoor_4", true);
AddUseItemCallback("", "girlsdormkey_1", "girlsdorm", "UsedKeyOnDoor_5", true);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("eastwingdoor", false, true);
    PlaySoundAtEntity("", "unlock_door", "eastwingdoor", 0, false);
    RemoveItem("eastwingkey_1");
}

void UsedKeyOnDoor_2(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("dinningroomdoor", false, true);
    PlaySoundAtEntity("", "unlock_door", "dinningroomdoor", 0, false);
    RemoveItem("dinningroomkey_1");
}

void UsedKeyOnDoor_3(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("kitchendoor", false, true);
    PlaySoundAtEntity("", "unlock_door", "kitchendoor", 0, false);
    RemoveItem("kitchenkey_1");
}

void UsedKeyOnDoor_4(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("petersroom", false, true);
    PlaySoundAtEntity("", "unlock_door", "petersroom", 0, false);
    RemoveItem("peterskey_1");
}

void UsedKeyOnDoor_5(string &in asItem, string &in asEntity)
{
    SetLevelDoorLocked("girlsdormdoor", false, true);
    PlaySoundAtEntity("", "unlock_door", "girlsdormdoor", 0, false);
    RemoveIUsetemCallback("girlsdormkey_1");
}

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

}

FATAL ERROR
mainSad25,1) ERR 'No matching signatures'
mainSad31,1) ERR 'No matching signatures'
mainSad93,5) ERR 'No matching signatures'
mainSad95,5) ERR 'No matching signatures'

I was doing fine until I ran into this >:/

The thing about Row 95 and 93, is that, I was trying to possibly "Get a key from one map that unlocks a door on another" and I'm pretty sure it's possible, just how?

..and still waiting on any help for the question above this post, please? Tongue
Code:
/////////////////////////////
// Run first time starting map
void OnStart()
{
PlayMusic("07_amb.ogg", true, 100.0, 0.0, 1, true);
AddEntityCollideCallback("Player", "Key_Quest_Area", "GetKeyQuest", true, 1);
AddEntityCollideCallback("Player", "Key_Complete_Area", "FinishKeyQuest", true, 1);
AddEntityCollideCallback("Player", "Grunt_Area", "CollideGruntDoor", true, 1);
AddEntityCollideCallback("Player", "SlamDoorArea_1", "CollideSlamDoor", true, 1);
}

void GetKeyQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("keyquest", "KeyQuest");
}

void FinishKeyQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("keyquest", "KeyQuest");
}

void CollideGruntDoor(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("eastwingdoor", true, true);
SetLightVisible("candlestick_floor_9",  false);
StartPlayerLookAt("eastwingdoor", 10.0f, 10.0f, "");
AddTimer("", 2.0f, "stoplook");
CreateEntityAtArea("grunt_1", "servant_grunt.ent", "Grunt_Area_2", true);
ShowEnemyPlayerPosition("grunt_1");
GiveSanityDamage(75.0f, true);
SetEnemyIsHallucination ("grunt_1", true);
}

void stoplook(string &in asTimer)
{
StopPlayerLookAt();
StopPlayerLookAt();
}

void CollideSlamDoor(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("kitchendoor", true, true);
SetSwingDoorLocked("kitchendoor", true, true);
StartPlayerLookAt("kitchendoor", 20.0f, 20.0f, "");
AddTimer("", 2.0f, "stoplook");
}





////////////////////////////
// Run when entering map
void OnEnter()
{
AddUseItemCallback("", "eastwingkey_1", "eastwingdoor", "UsedKeyOnDoor", true);
AddUseItemCallback("", "dinningroomkey_1", "dinningroomdoor", "UsedKeyOnDoor_2", true);
AddUseItemCallback("", "kitchenkey_1", "kitchendoor", "UsedKeyOnDoor_3", true);
AddUseItemCallback("", "peterskey_1", "petersroom", "UsedKeyOnDoor_4", true);
AddUseItemCallback("", "girlsdormkey_1", "girlsdorm", "UsedKeyOnDoor_5", true);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("eastwingdoor", false, true);
    PlaySoundAtEntity("", "unlock_door", "eastwingdoor", 0, false);
    RemoveItem("eastwingkey_1");
}

void UsedKeyOnDoor_2(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("dinningroomdoor", false, true);
    PlaySoundAtEntity("", "unlock_door", "dinningroomdoor", 0, false);
    RemoveItem("dinningroomkey_1");
}

void UsedKeyOnDoor_3(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("kitchendoor", false, true);
    PlaySoundAtEntity("", "unlock_door", "kitchendoor", 0, false);
    RemoveItem("kitchenkey_1");
}

void UsedKeyOnDoor_4(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("petersroom", false, true);
    PlaySoundAtEntity("", "unlock_door", "petersroom", 0, false);
    RemoveItem("peterskey_1");
}

void UsedKeyOnDoor_5(string &in asItem, string &in asEntity)
{
    SetLevelDoorLocked("girlsdormdoor", false);
    PlaySoundAtEntity("", "unlock_door", "girlsdormdoor", 0, false);
    RemoveUsetemCallback("girlsdormkey_1");
}

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

}

Once again, double-check your commands! You've had the same error multiple times and it's almost always one or two many columns. I don't know where you get them, but check the script functions wiki page - "the wiki says four columns, I have six. Then I'll delete two."

For your door - here's an example script.
Code:
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "SlamDoor", true, 1);
SetEntityPlayerInteractCallback("DoorSlammed", "MementoDoorSlam", true);
}

void SlamDoor(string &in asChild, string &in asParent, int alState)
{
SetSwingDoorClosed("DoorSlammed", true, true);
SetSwingDoorClosed("DoorSlammed", true, true);
}

void MementoDoorSlam(string &in entity)
{
AddQuest("QuestName", "QuestNameEntry");
}
void OnEnter()
{
}

void OnLeave()
{
}

You need to add the quest (memento) in your extra_english.lang file.
New problem, Dynamic paintings won't stay on the wall?
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