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Script causing game to randomly crash (No FATAL ERROR)
Roenlond Offline
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#41
RE: extra_english now is working, but I need help with a different script :)

void OnStart()
{
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke("servant_grunt_1", "songfile");
}

When "servant_grunt_1" collides with "monstergone_area", run the gone function Smile That should work, unless I messed something up.
05-12-2011, 03:59 PM
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RawkBandMan Offline
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#42
RE: extra_english now is working, but I need help with a different script :)

(05-12-2011, 03:59 PM)Roenlond Wrote: void OnStart()
{
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke("servant_grunt_1", "songfile");
}

When "servant_grunt_1" collides with "monstergone_area", run the gone function Smile That should work, unless I messed something up.

Thanks! Will try when I get the chance.

What songfile should I use though? Can I just leave it blank if I don't want it to make a sound?

I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
05-13-2011, 12:26 AM
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RawkBandMan Offline
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#43
RE: extra_english now is working, but I need help with a different script :)

Bumpity Bump Bump!

I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
05-15-2011, 07:38 PM
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Roenlond Offline
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Posts: 331
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Joined: Apr 2011
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#44
RE: extra_english now is working, but I need help with a different script :)

Oh sorry, don't know what I was thinking.

FadeEnemyToSmoke("servant_grunt_1", true/false);

true to make a "boom" and false for no sound. It's not a string, it's a boolean value.
05-15-2011, 08:54 PM
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RawkBandMan Offline
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#45
RE: extra_english now is working, but I need help with a different script :)

(05-15-2011, 08:54 PM)Roenlond Wrote: Oh sorry, don't know what I was thinking.

FadeEnemyToSmoke("servant_grunt_1", true/false);

true to make a "boom" and false for no sound. It's not a string, it's a boolean value.

Ah Alright. Thanks. Once I can complete that little part of my map, place the area's and path nodes and stuff, I will test this.

I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
05-15-2011, 09:41 PM
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RawkBandMan Offline
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#46
RE: extra_english now is working, but I need help with a different script :)

(05-08-2011, 08:31 PM)Roenlond Wrote: Credits are made in the extra_english.lang file.

I do not have any example here, but I will try to write from my memory.

in extra_english.lang:

<CATEGORY Name ="Ending">
<Entry Name ="StartCredits">
Title of Story[br]
Made By:[br]
blablabla[br]
</Entry>
</CATEGORY>

and to call it, use this in your functions, preferably void OnLeave()

void OnLeave()
{
StartCredits("musicfiletoplay", true, "Ending", "StartCredits", 0);
}

That should do the trick, tell me if you have any troubles Smile

Also with this, can I make it so it's when I collide with a entity/door/area? would it be like this?

Spoiler below!

{
AddEntityCollideCallback("Player", "credits_area", "Credits", true, "");
}

void Credits(string &in asName, string &in asEntity)

{
StartCredits("ending_daniel.ogg", true, "Ending", "Credits", -1);
}



I think I'm getting better at this Smile


EDIT: also, getting a crash with a different map.

FATAL ERROR: Could not load script file Cells4.hps!
main(2,1) : ERR : Expected "," or ";"
main(18,1) : ERR : Unexpected token "{"
main(29,1) : ERR : Unexpected token "{"
main(60,1) : ERR : Unexpected token "{"

I checked my hps, and those lines are correct (As far as I know.)

my hps
Spoiler below!

void onStart()
wakeUp();


void wakeUp ()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

{
void beginStory(string &in asTimer)
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)

{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)

{
SetEntityActive(servant_grunt_2", true);
}

void SetEnemyDisableTriggers("servant_grunt_1", "true");

{
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)

{
FadeEnemyToSmoke(servant_grunt_1", "false");
}

{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}


I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
(This post was last modified: 05-17-2011, 03:14 PM by RawkBandMan.)
05-17-2011, 02:21 PM
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Roenlond Offline
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Posts: 331
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Joined: Apr 2011
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#47
RE: extra_english now is working, but I need help with a different script :)

First:
The syntax in parentheses is wrong. Since the command is "AddEntityCollideCallback", the script functions page http://wiki.frictionalgames.com/hpl2/amn..._functions says that you should use:
void MyFunc(string &in asParent, string &in asChild, int alState)

the code should work besides that, as long as the callback is inside a function (void OnStart in most cases). Syntax errors are one of the nastiest; they don't give any errors but the function won't work anyhow.
{
AddEntityCollideCallback("Player", "credits_area", "Credits", true, "");
}

void Credits(string &in asParent, string &in asChild, int alState)

{
StartCredits("ending_daniel.ogg", true, "Ending", "Credits", -1);
}
Second map:
Spoiler below!

void onStart()
wakeUp();


void wakeUp ()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

{
void beginStory(string &in asTimer)
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)

{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)

{
SetEntityActive("servant_grunt_2", true);
}

void SetEnemyDisableTriggers("servant_grunt_1", "true");

{
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)

{
FadeEnemyToSmoke("servant_grunt_1", "false");
}

{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}

Forgot a quote around the monster name in two areas.
(This post was last modified: 05-17-2011, 03:56 PM by Roenlond.)
05-17-2011, 03:55 PM
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RawkBandMan Offline
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Posts: 1,146
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Joined: Nov 2010
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#48
RE: extra_english now is working, but I need help with a different script :)

(05-17-2011, 03:55 PM)Roenlond Wrote: First:
The syntax in parentheses is wrong. Since the command is "AddEntityCollideCallback", the script functions page http://wiki.frictionalgames.com/hpl2/amn..._functions says that you should use:
void MyFunc(string &in asParent, string &in asChild, int alState)

the code should work besides that, as long as the callback is inside a function (void OnStart in most cases). Syntax errors are one of the nastiest; they don't give any errors but the function won't work anyhow.
{
AddEntityCollideCallback("Player", "credits_area", "Credits", true, "");
}

void Credits(string &in asParent, string &in asChild, int alState)

{
StartCredits("ending_daniel.ogg", true, "Ending", "Credits", -1);
}
Second map:
Spoiler below!

void onStart()
wakeUp();


void wakeUp ()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

{
void beginStory(string &in asTimer)
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)

{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)

{
SetEntityActive("servant_grunt_2", true);
}

void SetEnemyDisableTriggers("servant_grunt_1", "true");

{
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)

{
FadeEnemyToSmoke("servant_grunt_1", "false");
}

{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}

Forgot a quote around the monster name in two areas.

Ah I was so close in the credits function! xD Alright I'll try this.

I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
05-17-2011, 11:50 PM
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RawkBandMan Offline
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Posts: 1,146
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Joined: Nov 2010
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#49
RE: extra_english now is working, but I need help with a different script :)

Nope. Got a different script and all its giving me is the same error, except with this.

main (8,1) : ERR : Unexpected '{'

HPS
Spoiler below!
void onStart()
{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}

void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)
{
SetEntityActive(servant_grunt_2", true);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(servant_grunt_1", "false");
}


Thats like 56 lines of script. My other one had 68. Im confused.

I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
05-18-2011, 02:42 AM
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Roenlond Offline
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Posts: 331
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Joined: Apr 2011
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#50
RE: extra_english now is working, but I need help with a different script :)

void OnStart(), not void onStart()
05-18-2011, 01:17 PM
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