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[SCRIPT] Script Error - Printable Version

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+---- Thread: [SCRIPT] Script Error (/thread-30188.html)



Script Error - MaksoPL - 07-01-2015

Hi, I've maked script to show message when I click on the object. I clicked on object in game, and message don't showed up.
.hps script:

...
void CarScript(string &in asEntity)
{
if(GetLocalVarInt("Switch") == 0)
{
SetEntityCallbackFunc("CarScript","Info");
}
}

void Info(string &in asItem, string &in asEntity)
{
SetMessage("Message","CarScript",0);
}


What i must do?


RE: Script Error - Amnesiaplayer - 07-01-2015

(07-01-2015, 06:50 PM)MaksoPL Wrote: Hi, I've maked script to show message when I click on the object. I clicked on object in game, and message don't showed up.
.hps script:

...
void CarScript(string &in asEntity)
{
if(GetLocalVarInt("Switch") == 0)
{
SetEntityCallbackFunc("CarScript","Info");
}
}

void Info(string &in asItem, string &in asEntity)
{
SetMessage("Message","CarScript",0);
}


What i must do?


Go to your level editor, and Click on the object. Then go to the entity tab, and type in the " PlayerInteractCallBack" the name, lik you used. Info

so type in Info in the tab, and then :

void Info(string &in asEntity)
{
SetMessage("Message", "CarScript", 0);
}

Let me know if it worked.
Btw, if you want this for the static objects to, Then just create an area and do the same stuff.


RE: Script Error - FlawlessHappiness - 07-01-2015

Looking away from your script, and just at what you said I'd presume what you want is

void Info(string &in asEntity)
{
SetMessage("Message","CarScript", 0);
}

Then put this in void OnStart()

SetEntityPlayerInteractCallback(NameOfEntity, "Info", false);


RE: Script Error - Amnesiaplayer - 07-01-2015

(07-01-2015, 10:04 PM)FlawlessHappiness Wrote: Looking away from your script, and just at what you said I'd presume what you want is

void Info(string &in asEntity)
{
SetMessage("Message","CarScript", 0);
}

Then put this in void OnStart()

SetEntityPlayerInteractCallback(NameOfEntity, "Info", false);

You don't need the setentityplayerinteractcallback, this is possible in the entity tab itself, for the entities. right?


RE: Script Error - FlawlessHappiness - 07-02-2015

(07-01-2015, 10:11 PM)Amnesiaplayer Wrote:
(07-01-2015, 10:04 PM)FlawlessHappiness Wrote: Looking away from your script, and just at what you said I'd presume what you want is

void Info(string &in asEntity)
{
SetMessage("Message","CarScript", 0);
}

Then put this in void OnStart()

SetEntityPlayerInteractCallback(NameOfEntity, "Info", false);

You don't need the setentityplayerinteractcallback, this is possible in the entity tab itself, for the entities. right?

It is. But that's harder to explain, and I'd rather just avoid communication errors.


RE: Script Error - Romulator - 07-02-2015

(07-01-2015, 10:11 PM)Amnesiaplayer Wrote:
(07-01-2015, 10:04 PM)FlawlessHappiness Wrote: Looking away from your script, and just at what you said I'd presume what you want is

void Info(string &in asEntity)
{
SetMessage("Message","CarScript", 0);
}

Then put this in void OnStart()

SetEntityPlayerInteractCallback(NameOfEntity, "Info", false);

You don't need the setentityplayerinteractcallback, this is possible in the entity tab itself, for the entities. right?

It's arguably better to not use those. It's easier to look over your code when it is bound within the scope of just the hps file. I for one find it ridiculously tedious going back and forth between my Level Editor and Notepad++, but it could of course just be a matter of preference.


RE: Script Error - FlawlessHappiness - 07-02-2015

(07-02-2015, 02:39 AM)Romulator Wrote: It's arguably better to not use those. It's easier to look over your code when it is bound within the scope of just the hps file. I for one find it ridiculously tedious going back and forth between my Level Editor and Notepad++, but it could of course just be a matter of preference.

To me, it just depends on how sure I am with what I'm making.
If I know exactly what I'm doing, then I don't mind using the level editor ones.


RE: Script Error - Radical Batz - 07-02-2015

Make sure that the lange file has the same entry as the SetMessage code.