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Script help. Again.
Neelke Offline
Senior Member

Posts: 668
Threads: 82
Joined: Apr 2013
Reputation: 26
#1
Script help. Again.

Man, so painful. When you make a 1000 lines long script and then get unexpected end of file. 30 minutes later, it then changed the error message to Expected ) or ,

I still don't know. I'm not entirely sure where to put it. But according to the game, it's in this.

void SetLightVisibleOutside(bool abLit)
{
    if(abLit == false)
    {
        SetLampLit("candle_floor_4", abLit, false);
        SetLampLit("torch_static01_1", abLit, false);
        
        FadeLightTo("PointLight_10", 0.0f, 0.0f, 0.0f, 0.0f, 4.5f, 0.0f);
        FadeLightTo("SpotLight_3", 0.0f, 0.0f, 0.0f, 0.0f, 8.0f, 0.0f);
        FadeLightTo("PointLight_3", 0.0f, 0.0f, 0.0f, 0.0f, 3.0f, 0.0f);
    }
    else
    {
        SetLampLit("candle_floor_4", true, false);
        
        FadeLightTo("PointLight_10", 0.28f, 0.13f, 0.0f, 0.0f, 4.5f, 0.0f);
        FadeLightTo("SpotLight_3", 0.3f, 0.2f, 0.0f, 1.0f, 8.0f, 0.0f);
        
        if(GetLocalVarInt("TorchLit")==1)
        {
            SetLampLit("torch_static01_1", true, false);
        }
    }
}

//If this torch was never lit, we don't want to be lit unintentionally
void LitVisibleTorch(string &in asEntity, string &in asType)
{
    SetLocalVarInt("TorchLit", 1);
}

//This is the brute walking towards the ritual prisoner room
void DoBruteStep()
{
    AddLocalVarInt("Step", 1);
    
    PlaySoundAtEntity("bwalk", "metal_walk.snt", "AreaStep_"+GetLocalVarInt("Step")+", 0.0f, false);
    
    if(GetLocalVarInt("Step)==12) ResumeEventTimer("TimerRitualVision", 0.1f);
                                  return;
    
    AddTimer("loopstep", RandFloat(1.0f, 2.0f), "TimerLoopBruteStep"); //So it feels more random
}

void TimerLoopBruteStep(string &in asTimer)
{
    DoBruteStep();
}

//Resumes an event timer after a step is over
void ResumeEventTimer(string &in asTimer, float afTime)
{
    AddTimer(asTimer, afTime, asTimer);
}

Give me a hand, please?
03-07-2014, 10:06 PM
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Mudbill Offline
Muderator

Posts: 3,881
Threads: 59
Joined: Apr 2013
Reputation: 179
#2
RE: Script help. Again.

Missing a quote by line 39:
if(GetLocalVarInt("Step)==12)

03-07-2014, 10:52 PM
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Neelke Offline
Senior Member

Posts: 668
Threads: 82
Joined: Apr 2013
Reputation: 26
#3
RE: Script help. Again.

Oh, you gotta be kidding me. Thanks Mudbill.
03-07-2014, 11:03 PM
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Slanderous Offline
Posting Freak

Posts: 1,606
Threads: 78
Joined: Dec 2012
Reputation: 63
#4
RE: Script help. Again.

Mudbill saves another mortal... again Tongue
03-07-2014, 11:08 PM
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Mudbill Offline
Muderator

Posts: 3,881
Threads: 59
Joined: Apr 2013
Reputation: 179
#5
RE: Script help. Again.

Haha xD

03-07-2014, 11:10 PM
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Putmalk Offline
Senior Member

Posts: 290
Threads: 13
Joined: Apr 2012
Reputation: 15
#6
RE: Script help. Again.

Might I recommend testing periodically to avoid an issue? Much easier to debug 20 lines of code then 400

03-08-2014, 12:19 AM
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Neelke Offline
Senior Member

Posts: 668
Threads: 82
Joined: Apr 2013
Reputation: 26
#7
RE: Script help. Again.

Well, before I got the unexpected end thing, my script was like 700 lines long and it worked then. Then I added this cutscene and this happened. Besides, it's still not entirely working, there's something else that is wrong. And I'm fully certain that the issue is somewhere here.

I changed it a little bit

//During ritual cutscene, the lights outside needs to be unlit (if lit)
void SetLightVisibleOutside(bool abLit)
{
    if(abLit == false)
    {
        SetLampLit("candle_floor_4", abLit, false);
        SetLampLit("torch_static01_1", abLit, false);
        
        FadeLightTo("PointLight_10", 0.0f, 0.0f, 0.0f, 0.0f, 4.5f, 0.0f);
        FadeLightTo("SpotLight_3", 0.0f, 0.0f, 0.0f, 0.0f, 8.0f, 0.0f);
        FadeLightTo("PointLight_3", 0.0f, 0.0f, 0.0f, 0.0f, 3.0f, 0.0f);
    }
    else
    {
        SetLampLit("candle_floor_4", true, false);
        
        FadeLightTo("PointLight_10", 0.28f, 0.13f, 0.0f, 0.0f, 4.5f, 0.0f);
        FadeLightTo("SpotLight_3", 0.3f, 0.2f, 0.0f, 1.0f, 8.0f, 0.0f);
        
        if(GetLocalVarInt("TorchLit")==1)
        {
            SetLampLit("torch_static01_1", true, false);
        }
    }
}

//If this torch was never lit, we don't want to be lit unintentionally
void LitVisibleTorch(string &in asEntity, string &in asType)
{
    SetLocalVarInt("TorchLit", 1);
}

//This is the brute walking towards the ritual prisoner room
void DoBruteStep()
{
    AddLocalVarInt("Step", 1);
    
    PlaySoundAtEntity("bwalk", "metal_walk.snt", "AreaStep_"+GetLocalVarInt("Step")+", 0.0f, false);
    
    if(GetLocalVarInt("Step")==12)
    {    
        ResumeEventTimer("TimerRitualVision", 0.1f);
        return;
    }
    
    AddTimer("loopstep", RandFloat(1.0f, 2.0f), "TimerLoopBruteStep"); //So it feels more random
}

void TimerLoopBruteStep(string &in asTimer)
{
    DoBruteStep();
}

//Resumes an event timer after a step is over
void ResumeEventTimer(string &in asTimer, float afTime)
{
    AddTimer(asTimer, afTime, asTimer);
}
03-08-2014, 11:07 AM
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PutraenusAlivius Offline
Posting Freak

Posts: 4,713
Threads: 75
Joined: Dec 2012
Reputation: 119
#8
RE: Script help. Again.

(03-08-2014, 11:07 AM)Neelke Wrote: Well, before I got the unexpected end thing, my script was like 700 lines long and it worked then. Then I added this cutscene and this happened. Besides, it's still not entirely working, there's something else that is wrong. And I'm fully certain that the issue is somewhere here.

I changed it a little bit

//During ritual cutscene, the lights outside needs to be unlit (if lit)
void SetLightVisibleOutside(bool abLit)
{
    if(abLit == false)
    {
        SetLampLit("candle_floor_4", abLit, false);
        SetLampLit("torch_static01_1", abLit, false);
        
        FadeLightTo("PointLight_10", 0.0f, 0.0f, 0.0f, 0.0f, 4.5f, 0.0f);
        FadeLightTo("SpotLight_3", 0.0f, 0.0f, 0.0f, 0.0f, 8.0f, 0.0f);
        FadeLightTo("PointLight_3", 0.0f, 0.0f, 0.0f, 0.0f, 3.0f, 0.0f);
    }
    else
    {
        SetLampLit("candle_floor_4", true, false);
        
        FadeLightTo("PointLight_10", 0.28f, 0.13f, 0.0f, 0.0f, 4.5f, 0.0f);
        FadeLightTo("SpotLight_3", 0.3f, 0.2f, 0.0f, 1.0f, 8.0f, 0.0f);
        
        if(GetLocalVarInt("TorchLit")==1)
        {
            SetLampLit("torch_static01_1", true, false);
        }
    }
}

//If this torch was never lit, we don't want to be lit unintentionally
void LitVisibleTorch(string &in asEntity, string &in asType)
{
    SetLocalVarInt("TorchLit", 1);
}

//This is the brute walking towards the ritual prisoner room
void DoBruteStep()
{
    AddLocalVarInt("Step", 1);
    
    PlaySoundAtEntity("bwalk", "metal_walk.snt", "AreaStep_"+GetLocalVarInt("Step")[b]+"[/b], 0.0f, false);
    
    if(GetLocalVarInt("Step")==12)
    {    
        ResumeEventTimer("TimerRitualVision", 0.1f);
        return;
    }
    
    AddTimer("loopstep", RandFloat(1.0f, 2.0f), "TimerLoopBruteStep"); //So it feels more random
}

void TimerLoopBruteStep(string &in asTimer)
{
    DoBruteStep();
}

//Resumes an event timer after a step is over
void ResumeEventTimer(string &in asTimer, float afTime)
{
    AddTimer(asTimer, afTime, asTimer);
}

Pretty sure that it shouldn't be there. Delete it. (Marked it with bold)

"Veni, vidi, vici."
"I came, I saw, I conquered."
03-08-2014, 11:11 AM
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Neelke Offline
Senior Member

Posts: 668
Threads: 82
Joined: Apr 2013
Reputation: 26
#9
RE: Script help. Again.

http://www.youtube.com/watch?v=usfiAsWR4qU
(This post was last modified: 03-08-2014, 11:26 AM by Neelke.)
03-08-2014, 11:26 AM
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PutraenusAlivius Offline
Posting Freak

Posts: 4,713
Threads: 75
Joined: Dec 2012
Reputation: 119
#10
RE: Script help. Again.

(03-08-2014, 11:26 AM)Neelke Wrote: http://www.youtube.com/watch?v=usfiAsWR4qU

"No problem random citizen, JustAnotherPlayer SomethingRidiculous to the rescue!"

"Veni, vidi, vici."
"I came, I saw, I conquered."
03-08-2014, 11:29 AM
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