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Script Help Is there anything wrong with...
ObsidianLegion Offline
Member

Posts: 173
Threads: 53
Joined: Jun 2011
Reputation: 0
#1
Is there anything wrong with...

Hey guys!

Is there anything wrong with this script?
void OnStart()
{
    AddEntityCollideCallback("Player", "BooArea", "CollideBoo", true, 1);
    AddEntityCollideCallback("MyNameIsBob_1", "Disappear_1", "CollideDisappear", true, 1);
    AddEntityCollideCallback("Player", "Identify", "CollideIdentify", true, 1);
    AddEntityCollideCallback("Player", "ActVeryShocked_1", "CollideVeryShocked", true, 1);
    AddEntityCollideCallback("Player", "Suspicion_1", "CollideSuspicion", true, 1);
    AddEntityCollideCallback("Player", "LightsOut_1", "CollideOff", true, 1);
    AddEntityCollideCallback("Player", "LeScream", "CollideLeScream", true, 1);
    AddEntityCollideCallback("Player", "HearTheStatues_1", "CollideHearThem", true, 1);
    AddEntityCollideCallback("Player", "SeeTheStatues_1", "CollideSeeThem", true, 1);
    SetEntityPlayerInteractCallback("NoteM02", "NoteScare", true);
    SetEntityPlayerInteractCallback("Note06", "NoteText", true);
    SetEntityPlayerInteractCallback("Thingy_1", "MonsterSpawn", true);
    SetEntityPlayerInteractCallback("BlockingDoorBox_1", "UnblockDoor", true);
    SetEntityPlayerInteractCallback("HammerDoor_1", "Picklock", true);
    SetEntityPlayerInteractCallback("Note09", "Inference", true);
    SetEntityPlayerInteractCallback("Nope_1", "Nope", true);
    AddUseItemCallback("", "KeyToRoom_1", "DoorToAdv_1", "UsedKeyOnAdv", true);
    AddCombineCallback("", "Potion_1", "Potion_2", "CombineChem", true);
    AddUseItemCallback("", "HammerForPadlock_1", "Padlock_1", "SmashedLock", true);
    AddUseItemCallback("", "HammerForPadlock_1", "Blockade_1", "SmashedBlockade", true);
    AddUseItemCallback("", "KeyToArea_1", "AreaDoor_1", "OpenedAreaDoor", true);
    AddUseItemCallback("", "KeyForHatch_1", "HatchOfDestiny_1", "OpenedHatch", true);
    AddUseItemCallback("", "Picklock_1", "HammerDoor_1", "OpenedHammerDoor", true);
}

void OnEnter()
{
}

void OnLeave()
{
}

void NoteScare(string &in asEntity)
{
PlaySoundAtEntity("", "04_scream.snt", "UnknownDoor_1", 0, false);
GiveSanityDamage(10, true);
SetMessage("StorageArea2", "Scared", 0);
StartPlayerLookAt("UnknownDoor_1", 4.0f, 4.0f, "TimerScare");
AddTimer("", 1.0f, "TimerScare");
}

void Nope(string &in asEntity)
{
SetMessage("StorageArea2", "Nope", 0);
}

void Picklock(string &in asEntity)
{
SetMessage("StorageArea2", "Picklock", 0);
}

void Inference(string &in asEntity)
{
SetMessage("StorageArea2", "Inference", 0);
}

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

void CollideOff(string &in asParent, string &in asChild, int alState)
{
SetLampLit("torch_static01_32", false, false);
SetLampLit("torch_static01_33", false, false);
SetLampLit("torch_static01_34", false, false);
SetLampLit("torch_static01_35", false, false);
SetLampLit("torch_static01_36", false, false);
SetLampLit("torch_static01_37", false, false);
SetLampLit("torch_static01_38", false, false);
SetLampLit("torch_static01_39", false, false);
SetLampLit("torch_static01_40", false, false);
SetLampLit("torch_static01_41", false, false);
SetLampLit("torch_static01_42", false, false);
SetLampLit("torch_static01_43", false, false);
SetLampLit("torch_static01_44", false, false);
SetLampLit("torch_static01_45", false, false);
SetLampLit("torch_static01_46", false, false);
SetLampLit("torch_static01_47", false, false);
SetLampLit("torch_static01_48", false, false);
SetLampLit("torch_static01_49", false, false);
SetLampLit("torch_static01_50", false, false);
SetLampLit("torch_static01_51", false, false);
SetLampLit("torch_static01_52", false, false);
SetLampLit("torch_static01_53", false, false);
SetLampLit("torch_static01_54", false, false);
SetLampLit("torch_static01_55", false, false);
SetLampLit("torch_static01_56", false, false);
SetLampLit("torch_static01_57", false, false);
SetLampLit("torch_static01_58", false, false);
SetLampLit("torch_static01_59", false, false);
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
}



void CollideBoo(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Hello_1", true);
GiveSanityDamage(30, true);
}

void CollideSuspicion(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("UnspokenWordsReference_1", 3.5f, 3.5f, "TimeReference");
AddTimer("TimeReference", 2.0f, "TimeReference");
SetMessage("StorageArea2", "Suspicion", 0);
}

void CollideVeryShocked(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("" ,"react_scare.snt", "Player", 0, false);
}

void CollideLeScream(string &in asParent, string &in asChild, int alState)
{
AddPropImpulse("LeScreamDoor_1", 0, 0, 2, "World");
PlaySoundAtEntity("", "21_bang_door.snt", "LeScreamDoor_1", 0, false);
PlaySoundAtEntity("", "21_intro_scream.snt", "LeScreamDoor_1", 0, false);
}

void CollideHearThem(string &in asParent, string &in asChild, int alState)
{
SetMessage("StorageArea_2", "Huh", 0);
SetEntityActive("SeeMeNow_1", true);
SetEntityActive("SeeMeNow_2", true);
SetEntityActive("JustHeard_1", false);
SetEntityActive("JustHeard_2", false);
}

void CollideSeeThem(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("LeScream", 4.0f, 4.0f, "TimerRealise2");
AddTimer("", 1.0f, "TimerRealise2");
PlaySoundAtEntity("" ,"react_scare.snt", "Player", 0, false);
}

void TimeRealise2(string &in asTimer)
{
StopPlayerLookAt();
}

void TimeReference(string &in asTimer)
{
StopPlayerLookAt();
AddQuest("quest5", "Quest5");
}

void MonsterSpawn(string &in asEnity)
{
SetEntityActive("MyNameIsBob_1", true);
AddEnemyPatrolNode("MyNameIsBob_1", "PathNodeArea_1", 1, "");
    AddEnemyPatrolNode("MyNameIsBob_1", "PathNodeArea_2", 1, "");
    AddEnemyPatrolNode("MyNameIsBob_1", "PathNodeArea_3", 1, "");
    AddEnemyPatrolNode("MyNameIsBob_1", "PathNodeArea_4", 1, "");
    AddEnemyPatrolNode("MyNameIsBob_1", "PathNodeArea_5", 1, "");
    AddEnemyPatrolNode("MyNameIsBob_1", "PathNodeArea_6", 2, "");
}

void UsedKeyOnAdv(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("DoorToAdv_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "DoorToAdv_1", 0, false);
RemoveItem("KeyToRoom_1");
}


void OpenedAreaDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("AreaDoor_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "AreaDoor_1", 0, false);
RemoveItem("KeyToArea_1");
SetMessage("StorageArea2", "LetsGetOut", 0);
}

void OpenedHatch(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("KeyForHatch_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "HatchOfDestiny_1", 0, false);
RemoveItem("KeyForHatch_1");
}

void OpenedHammerDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("HammerDoor_1", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "HammerDoor_1", 0, false);
RemoveItem("Picklock_1");
}

void SmashedLock(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("PadlockDoor_1", false, true);
PlaySoundAtEntity("", "impact_metal_high.snt", "PadlockDoor_1", 0, false);
SetEntityActive("PadlockBroken_1", true);
SetEntityActive("Padlock_1", false);
SetMessage("StorageArea2", "DoneIt", 0);
CreateParticleSystemAtEntity("", "break_wood_small.ps", "PadlockBroken_1", true);
}


void SmashedBlockade(string &in asItem, string &in asEntity)
{
    PlaySoundAtEntity("", "break_wood.snt", "DoorToTinder_1", 0, false);
        SetEntityActive("Blockade_2", true);
        RemoveItem("HammerForPadlock_1");
        SetEntityActive("Blockade_1", false);
    CreateParticleSystemAtEntity("", "break_wood_small.ps", "Blockade_2", true);
    SetMessage("StorageArea2", "DammitToHell", 0);
}

void LockedText(string &in asEntity)
{
SetMessage("StorageArea2", "LockedText", 0);
}

void UnblockDoor(string &in asEntity)
{
SetSwingDoorLocked("Locked_1", false, true);
}

void CollideIdentify(string &in asParent, string &in asChild, int alState)
{
SetMessage("StorageArea2", "Identify", 0);
StartPlayerLookAt("BlockingDoorBox_1", 3.5f, 3.5f, "TimeRealise");
AddTimer("TimeRealise", 1.0f, "TimeRealise");
}

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

void CollideDisappear(string &in asEntity)
{
FadeEnemyToSmoke("MyNameIsBob_1", false);
SetEntityActive("MyNameIsBob_1", false);
}

///////////////////////////////////////////////////////
//BEGIN EPOXY SCRIPT//////////////////////////////////
void CombineChem(string &in asItemA, string &in asItemB)
{
PlaySoundAtEntity("", "puzzle_acid.snt", "Player", 0, false);
GiveItem("", "chemical_container_epoxy", "Epoxy_1", "chemical_container_epoxy.tga", 1);
AddUseItemCallback("", "Epoxy_1", "BoomScript_1", "LeBigBoom", true);
}

void LeBigBoom(string &in asItem, string &in asEntity)
{
StartPlayerLookAt("ChemJar_1", 1.5f, 1.5f, "Timer1");
SetEntityActive("ChemJar_1", true);
RemoveItem("Epoxy_1");
AddTimer("Timer1", 0.8f, "TimerLookAt");
AddTimer("Timer2", 3.0f, "TimerExplosion");
PlaySoundAtEntity("", "12_epoxy_blow.snt", "ChemJar_1", 0, false);
PlaySoundAtEntity("", "puzzle_place_jar.snt", "ChemJar_1", 0,false);
SetMessage("StorageArea2", "Panic", 0);
}

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

void TimerExplosion(string &in asTimer)
{
PlaySoundAtEntity("", "explosion_rock_large.snt", "cave_in_1", 0, false);
SetEntityActive("cave_in_1", false);
SetEntityActive("ChemJar_1", false);
}
//END EPOXY SCRIPT///////////////////////////////////
////////////////////////////////////////////////////
It's just that, only BlackBox errors are coming up and crashing the game so I don't know what is wrong with it. Also, if you don't mind - Can you add a smooth transition to when the lights go out in the above script? - just turning off looks rather shabby.

Thanks.

"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
04-14-2012, 10:54 AM
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Messages In This Thread
Is there anything wrong with... - by ObsidianLegion - 04-14-2012, 10:54 AM
RE: Is there anything wrong with... - by Rapture - 04-14-2012, 02:15 PM
RE: Is there anything wrong with... - by DRedshot - 04-14-2012, 02:59 PM
RE: Is there anything wrong with... - by Putmalk - 04-14-2012, 03:13 PM



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