Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 1 Vote(s) - 4 Average
  • 1
  • 2
  • 3
  • 4
  • 5
attach script to another
Ravenskull Offline
Junior Member

Posts: 18
Threads: 5
Joined: Nov 2011
Reputation: 0
#1
attach script to another

Hey,

i have a problem and i hope you can help me. I want to attach one script in an hps to another but it doesn´t work. Do you may know the solution for my problem?
__________________________________________________________________________________________

void OnStart()

{
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
}

void func_slam(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("door_slam", true, true);


PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);

PlaySoundAtEntity("", "react_scare", "Player", 0, false);

PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);

GiveSanityDamage(15.0f, true);
}



{
AddUseItemCallback("", "key_1", "door_1", "open", true);
}

void open(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_1", false, true);
PlaySoundAtEntity("", "unlock_door", "door_1", 0, false);
RemoveItem("key_1");
}

12-01-2011, 07:37 PM
Find
JMFStorm Offline
Member

Posts: 205
Threads: 8
Joined: Aug 2011
Reputation: 28
#2
RE: attach script to another

(12-01-2011, 07:37 PM)Ravenskull Wrote: void OnStart()

{
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
}

void func_slam(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("door_slam", true, true);


PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);

PlaySoundAtEntity("", "react_scare", "Player", 0, false);

PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);

GiveSanityDamage(15.0f, true);
} <-REMOVE



{ <-REMOVE
AddUseItemCallback("", "key_1", "door_1", "open", true); <-Shouldn't this be in the "void OnStart"?
}

void open(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_1", false, true);
PlaySoundAtEntity("", "unlock_door", "door_1", 0, false);
RemoveItem("key_1");
}
If this doesn't work there is still something wrong that I missed.


12-01-2011, 07:45 PM
Find
Ravenskull Offline
Junior Member

Posts: 18
Threads: 5
Joined: Nov 2011
Reputation: 0
#3
RE: attach script to another

Hi,

both should be "On Start". If i take your script with the two removed brackets the door key doesn´t work :/
(This post was last modified: 12-02-2011, 03:53 PM by Ravenskull.)
12-02-2011, 03:45 PM
Find
flamez3 Offline
Posting Freak

Posts: 1,281
Threads: 48
Joined: Apr 2011
Reputation: 57
#4
RE: attach script to another

(12-02-2011, 03:45 PM)Ravenskull Wrote: Hi,

both should be "On Start". If i take your script witch the two removed brackets the door key doesn´t work :/
Does the error say what line is wrong with the script?

12-02-2011, 03:48 PM
Find
Ravenskull Offline
Junior Member

Posts: 18
Threads: 5
Joined: Nov 2011
Reputation: 0
#5
RE: attach script to another

Hey,

no there is no error if i try to start the game - ingame it simply sais that " can not use item on this object" if i try to use the key on the door.
______________________________________________________________________________________

This is my whole used modified sript with the removed brackets

void OnStart()

{
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
}

void func_slam(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("door_slam", true, true);


PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);

PlaySoundAtEntity("", "react_scare", "Player", 0, false);

PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);

GiveSanityDamage(15.0f, true);





AddUseItemCallback("", "key_1", "door_1", "open", true);
}

void open(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_1", false, true);
PlaySoundAtEntity("", "unlock_door", "door_1", 0, false);
RemoveItem("key_1");
}
12-03-2011, 03:24 PM
Find
Khyrpa Offline
Senior Member

Posts: 638
Threads: 10
Joined: Apr 2011
Reputation: 24
#6
RE: attach script to another

The script seems ok on a quick glance. There is most likely some misnamed entity or something.

12-03-2011, 03:45 PM
Find
Ravenskull Offline
Junior Member

Posts: 18
Threads: 5
Joined: Nov 2011
Reputation: 0
#7
RE: attach script to another

I don´t think theres s.th. wrong with the entities, because the two scripts work fine on their own.
This is so f****** disappointing -.-
12-03-2011, 04:24 PM
Find
Statyk Offline
Schrödinger's Mod

Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation: 241
#8
RE: attach script to another

If I'm not mistaken, you have to make a global.hps
12-03-2011, 04:52 PM
Find
Ravenskull Offline
Junior Member

Posts: 18
Threads: 5
Joined: Nov 2011
Reputation: 0
#9
RE: attach script to another

what do you mean with "global.hps" ?

it´s \Amnesia - The Dark Descent\redist\maps\Trip\TripTrip.hps

Trip is the map folder and TripTrip is the name of the map and of the hps file

(This post was last modified: 12-03-2011, 06:59 PM by Ravenskull.)
12-03-2011, 06:59 PM
Find
Statyk Offline
Schrödinger's Mod

Posts: 4,390
Threads: 72
Joined: Sep 2011
Reputation: 241
#10
RE: attach script to another

(12-03-2011, 06:59 PM)Ravenskull Wrote: what do you mean with "global.hps" ?

it´s \Amnesia - The Dark Descent\redist\maps\Trip\TripTrip.hps

Trip is the map folder and TripTrip is the name of the map and of the hps file
global.hps is a script file that allows scripts to be ran through multiple maps. A single mapname.hps can ONLY script what is it that map itself, it cannot carry over to other maps.

12-03-2011, 07:14 PM
Find




Users browsing this thread: 2 Guest(s)