Hey guys last time i had this problem i found out out, thanks to Rapture, that i missed an end parentheses, but this time i can't see what the problem is
Error messeage: signature is missing for OnStart and that there is an Unexpected end of file on the end of void OnLeave()
//////////////////////////////
//Run first entering map
void OnStart()
{
AddEntityCollideCallback("Player", "LightOutArea_1", "KillTheLight", true, 1);
AddEntityCollideCallback("Player", "ArmourArea_1", "ArmourScare", true, 1);
SetEntityPlayerInteractCallback("key_torture_chamber_1", "ActivateArea", true);
AddEntityCollideCallback("Player", "ArmourArea_2", "ArmourScare2", true, 1);
AddUseItemCallback("", "key_torture_chamber_1", "prison_4", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "VoiceArea_1", "MonsterRoar", true, 1);
AddEntityCollideCallback("Player", "BodyVoiceArea_1", "BodyVoice", true, 1);
AddEntityCollideCallback("Player", "SlammingDoorArea_2", "SlammingDoor2", true, 1);
AddEntityCollideCallback("Player", "SlammingDoorArea_2", "SlammingDoor2", true, 1);
AddEntityCollideCallback("Player", "MonsterArea_1", "ActivateMonster", true, 1);
}
void KillTheLight(string &in asParent, string &in asChild, int alState)
{
SetLampLit("torch_static01_1", false, true);
SetLampLit("torch_static01_2", false, true);
SetLampLit("torch_static01_3", false, true);
SetLampLit("torch_static01_4", false, true);
SetLampLit("torch_static01_5", false, true);
SetLampLit("torch_static01_6", false, true);
SetLampLit("torch_static01_7", false, true);
SetLampLit("torch_static01_8", false, true);
SetLampLit("torch_static01_9", false, true);
SetLampLit("torch_static01_10", false, true);
SetLampLit("torch_static01_11", false, true);
SetLampLit("torch_static01_12", false, true);
SetLampLit("torch_static01_13", false, true);
SetLampLit("torch_static01_14", false, true);
SetLampLit("torch_static01_15", false, true);
SetLampLit("torch_static01_16", false, true);
PlaySoundAtEntity("", "scare_wind", "Player", 0, false);
GiveSanityDamage(15, true);
}
void ArmourScare(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("armour_rusty_complete_1", true);
SetEntityActive("armour_rusty_complete_4", true);
PlaySoundAtEntity("", "24_iron_maiden", "Player", 0, false);
GiveSanityDamage(20, true);
}
void ActivateArea(string &in asEntity)
{
SetEntityActive("ArmourArea_2", true);
}
void ArmourScare2(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("armour_rusty_complete_2", true);
SetEntityActive("armour_rusty_complete_3", true);
SetEntityActive("armour_rusty_complete_1", false);
SetEntityActive("armour_rusty_complete_4", false);
PlaySoundAtEntity("", "24_iron_maiden", "Player", 0, false);
GiveSanityDamage(20, true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_4", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_4", 0, false);
RemoveItem("key_torture_chamber_1");
}
void MonsterRoar(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "insanity_monster_roar01", "Player", 0, false);
PlaySoundAtEntity("", "react_pant2", "Player", 0, false);
}
void BodyVoice(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "scare_male_terrified1", "ritual_prisoner_1", 0, false);
PlaySoundAtEntity("", "react_pant1", Player", 0, false);
StartPlayerLookAt("ritual_prisoner_1", 3, 5, "");
StopPlayerLookAt();
GiveSanityDamage(5, true);
}
void SlammingDoor2(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "scare_slam_door", "prison_7", 0, false);
}
void ActivateMonster(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "idle");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "idle");
GiveSanityDamage(10, true);
}
//////////////////////////////
//Run when entering map
void OnEnter()
{
}
//////////////////////////////
//Run when leaving map
void OnLeave()
{
}