Problems spawning an entity - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Problems spawning an entity (/thread-10738.html) |
Problems spawning an entity - flamez3 - 10-13-2011 void OnStart() { AddEntityCollideCallback("Player" , "ScriptArea_1" , "MonsterFunc1" , true , 1); } void MonsterFunc1(string &in asParent , string &in asChild , int alState) { SetEntityActive("servant_brute_1" , true); PlaySoundAtEntity("", "explosion_rock_large.snt", "Player", 0.5f, false); { AddEntityCollideCallback("Player" , "ScriptArea_2" , "MonsterFunc1" , true , 1); } void MonsterFunc1(string &in asParent , string &in asChild , int alState) { SetEntityActive("barrel01_20" , true); SetEntityActive("barrel01_21" , true); SetEntityActive("barrel01_22" , true); SetEntityActive("barrel01_28" , true); SetEntityActive("barrel01_29" , true); SetEntityActive("barrel01_23" , true); SetEntityActive("barrel01_24" , true); SetEntityActive("barrel01_25" , true); SetEntityActive("barrel01_27" , true); SetEntityActive("barrel01_26" , true); SetEntityActive("barrel01_10" , true); PlaySoundAtEntity("", "explosion_rock_large.snt", "Player", 0.5f, false); } } highlighted in bold is the one that is having the problems, it says there's an expected ( between the void and the MonsterFunc1 Any help on this? RE: Problems spawning an entity - Tanshaydar - 10-13-2011 You should put your collision callbacks in a function blog, just putting them loose will not work like that Code: { Second thing is, you cannot put same name to two different functions. Make it MonsterFunc2 and put your callback into your OnStart function. RE: Problems spawning an entity - flamez3 - 10-13-2011 (10-13-2011, 11:07 AM)Tanshaydar Wrote: You should put your collision callbacks in a function blog, just putting them loose will not work like thatThanks for the response, when your talking about the callbacks, where would i have to the callbacks in my script? RE: Problems spawning an entity - Tanshaydar - 10-13-2011 Usually in OnStart, which runs when your map starts. RE: Problems spawning an entity - flamez3 - 10-13-2011 (10-13-2011, 12:05 PM)Tanshaydar Wrote: Usually in OnStart, which runs when your map starts.Thanks for that, but it comes up with unexpected token in Line 12 column 1 void OnStart() { AddEntityCollideCallback("Player" , "ScriptArea_1" , "MonsterFunc1" , true , 1); } void MonsterFunc1(string &in asParent , string &in asChild , int alState) { SetEntityActive("servant_brute_1" , true); PlaySoundAtEntity("", "explosion_rock_large.snt", "Player", 0.5f, false); } { <<<<----- Right here AddEntityCollideCallback("Player" , "ScriptArea_2" , "MonsterFunc2" , true , 1); } void MonsterFunc2(string &in asParent , string &in asChild , int alState) { SetEntityActive("barrel01_20" , true); SetEntityActive("barrel01_21" , true); SetEntityActive("barrel01_22" , true); SetEntityActive("barrel01_28" , true); SetEntityActive("barrel01_29" , true); SetEntityActive("barrel01_23" , true); SetEntityActive("barrel01_24" , true); SetEntityActive("barrel01_25" , true); SetEntityActive("barrel01_27" , true); SetEntityActive("barrel01_26" , true); SetEntityActive("barrel01_10" , true); PlaySoundAtEntity("", "explosion_rock_large.snt", "Player", 0.5f, false); } I've looked at some tutorials in basic scripting and haven't found anything that i could use in this situation. I need some help here RE: Problems spawning an entity - Tanshaydar - 10-13-2011 Code: void OnStart() RE: Problems spawning an entity - flamez3 - 10-13-2011 (10-13-2011, 12:21 PM)Tanshaydar Wrote:Thank you, i really appreciate that. You didn't have to give me the script. You could of told me what was in the wrong place, I am SOOOOO glad it works now, thank you for your help RE: Problems spawning an entity - Tanshaydar - 10-13-2011 Actually you can see what I've changed in the script so that might tell you how to do it. But showing it with a working script would be better I thought. |