Help,multiple scripts in one map! - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Help,multiple scripts in one map! (/thread-11992.html) |
RE: Help,multiple scripts in one map! - Datguy5 - 01-02-2012 (01-01-2012, 07:48 PM)stokesie95 Wrote: yes you would RE: Help,multiple scripts in one map! - flamez3 - 01-02-2012 Post the script. RE: Help,multiple scripts in one map! - Datguy5 - 01-02-2012 Heres the script //////////////////////////// // Run when the map starts void OnStart() { AddUseItemCallback("", "key_1", "door1", "KeyOnDoor", true); SetEntityCallbackFunc("key_1", "OnPickup"); AddEntityCollideCallback("Player", "InYourFace", "Woho", true, 1); } void Woho(string &in asParent, string &in asChild, int alState) { SetEntityActive("Untrustable_1", true); PlaySoundAtEntity("", "04_scream.snt", "Untrustable_1", 0, false); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("door1", false, true); PlaySoundAtEntity("", "unlock_door", "door1", 0, false); RemoveItem("key_1"); } void OnPickup(string &in asEntity, string &in type) { SetEntityActive("grunt_1", true); GiveSanityDamage(10.0f, true); } //////////////////////////// // Run when entering map void OnEnter() { } //////////////////////////// // Run when leaving map void OnLeave() { } RE: Help,multiple scripts in one map! - flamez3 - 01-03-2012 I know this sounds silly, but have you tired to quit the story and reload it? RE: Help,multiple scripts in one map! - Datguy5 - 01-03-2012 (01-03-2012, 12:52 AM)flamez3 Wrote: I know this sounds silly, but have you tired to quit the story and reload it? RE: Help,multiple scripts in one map! - Datguy5 - 01-03-2012 But now i have another problem D: I am trying to make another key that opens another door,but it doesnt work Heres the hps file //////////////////////////// // Run when the map starts void OnStart() { AddUseItemCallback("", "key_1", "door1", "KeyOnDoor", true); AddUseItemCallback("", "Bigroomkey", "door2", "KeyOnDoor", true); SetEntityCallbackFunc("key_1", "OnPickup"); AddEntityCollideCallback("Player", "InYourFace", "Woho", true, 1); } void Woho(string &in asParent, string &in asChild, int alState) { SetEntityActive("Untrustable_1", true); PlaySoundAtEntity("", "scare_ghost.snt", "Untrustable_1", 0, false); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("door1", false, true); PlaySoundAtEntity("", "unlock_door", "door1", 0, false); RemoveItem("key_1"); } void OnPickup(string &in asEntity, string &in type) { SetEntityActive("grunt_1", true); GiveSanityDamage(10.0f, true); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("Bigroomkey", false, true); PlaySoundAtEntity("", "unlock_door", "door2", 0, false); RemoveItem("Bigroomkey"); } //////////////////////////// // Run when entering map void OnEnter() { } //////////////////////////// // Run when leaving map void OnLeave() { } The crash report says something about same parameters and stuff. RE: Help,multiple scripts in one map! - MrBigzy - 01-03-2012 You can't have two functions with the same name and parameters; rename one of the key functions. RE: Help,multiple scripts in one map! - Datguy5 - 01-03-2012 (01-03-2012, 06:22 PM)MrBigzy Wrote: You can't have two functions with the same name and parameters; rename one of the key functions. RE: Help,multiple scripts in one map! - MrBigzy - 01-03-2012 Just rename one of the KeyOnDoor functions to KeyOnDoor2 or something like that, for example: Code: //////////////////////////// RE: Help,multiple scripts in one map! - Datguy5 - 01-03-2012 (01-03-2012, 07:42 PM)MrBigzy Wrote: Just rename one of the KeyOnDoor functions to KeyOnDoor2 or something like that, for example: Well now the key goes to the door,but the door stays locked |