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attach script to another
Your Computer Offline
SCAN ME!

Posts: 3,456
Threads: 32
Joined: Jul 2011
Reputation: 235
#11
RE: attach script to another

If you want to have the same script from one map in another, you're going to need to copy and paste.

If you want the key to work on the door, you have to make sure key_1 is the name of the key and door_1 is the name of the door and, according to your code logic, the player first has to collide with the script_slam area.

Tutorials: From Noob to Pro
12-03-2011, 10:18 PM
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Ravenskull Offline
Junior Member

Posts: 18
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Joined: Nov 2011
Reputation: 0
#12
RE: attach script to another

Hi,

it´s just one map so i think i need no global.hps .

@ " your Computer" The two scripts are working fine on their own but if i try to write them together in the .hps file just the doorslam works.

Wow,

I changed the positions of the scripts in the hps file, and now both scripts are working fine.
Thank you so much for your support and answers Smile
(This post was last modified: 12-04-2011, 04:37 PM by Ravenskull.)
12-04-2011, 04:28 PM
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Ravenskull Offline
Junior Member

Posts: 18
Threads: 5
Joined: Nov 2011
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#13
RE: attach script to another

Hi,
i also want to add a few more scripts but there is an error wich sais unexpected end of file (56,3)

____________________________________________________________________________________

void OnStart()
{
AddUseItemCallback("", "key_1", "door_1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);


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


void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
GiveSanityDamage(20.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);




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);


void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10",0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11",4, "");
}
12-04-2011, 07:03 PM
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flamez3 Offline
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Posts: 1,281
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Joined: Apr 2011
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#14
RE: attach script to another

Try this:


Quote:void OnStart()
{
AddUseItemCallback("", "key_1", "door_1", "UsedKeyOnDoor", true);
SetEntityCallbackFunc("key_1", "OnPickup");
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1);
}

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

void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("monster_grunt", true);
ShowEnemyPlayerPosition("monster_grunt");
GiveSanityDamage(20.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
}

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);
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10",0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11",4, "");
}

(This post was last modified: 12-04-2011, 07:18 PM by flamez3.)
12-04-2011, 07:16 PM
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Ravenskull Offline
Junior Member

Posts: 18
Threads: 5
Joined: Nov 2011
Reputation: 0
#15
RE: attach script to another

Hey,

everything works, thank you so much !
12-05-2011, 07:33 PM
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