Frictional Games Forum (read-only)
Custom Story Crash [HAVING THE PROBLEM ONCE AGAIN] - 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: Custom Story Crash [HAVING THE PROBLEM ONCE AGAIN] (/thread-6180.html)

Pages: 1 2 3


RE: Custom Story Crash - RawkBandMan - 01-13-2011

(01-13-2011, 10:27 AM)Tottel Wrote: Make sure the item is named "RockingKey" in the editor.

EDIT: Wauw, I'm being slow today. Also don't forget to close your inventory category again (right above </LANGUAGE>.

Okay, But now when I pick it up, it says nothing and when I use it on the door, it works, and leaves my inventory, but the door doesnt open


RE: Custom Story Crash - Tottel - 01-13-2011

Do you hear the sound of the door unlocking?

Please post your extra_english.lang and your .hps again


RE: Custom Story Crash - RawkBandMan - 01-13-2011

(01-13-2011, 02:30 PM)Tottel Wrote: Do you hear the sound of the door unlocking?

Please post your extra_english.lang and your .hps again

No I do not and here they are.

.hps
Spoiler below!
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "rockingkey_1", "castle_1", "UsedKeyOnDoor", true) ;
}

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

{
SetSwingDoorLocked("castle_1", false, true) ;
PlaySoundAtEntity("", "unlock_door", "castle_1", 0, false) ;
RemoveItem("rockingkey_1") ;
}

////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}




extra_english.lang
Spoiler below!
<LANGUAGE>

<CATEGORY Name="Test">
<Entry Name="Description>
Mr Testy! </Entry>
</CATEGORY>

<CATEGORY Name="Inventory">
<Entry Name="ItemName_RockingKey">Rocking Key</Entry>
<Entry Name="ItemDesc_RockingKey">Key for a door that's just so important</Entry>
</CATEGORY>
</LANGUAGE>




RE: Custom Story Crash - RawkBandMan - 01-17-2011

bumpity bump bumb.....


RE: Custom Story Crash - RawkBandMan - 01-22-2011

Moar Bumps? Anyone?


RE: Custom Story Crash - RawkBandMan - 05-07-2011

Totally fixed it!


RE: Custom Story Crash [SOLVED] - TheReaper2011 - 08-21-2011

Well...my ERROR is kinda similar to XxRoCkBaNdMaNxX (the 2nd error/s that is...except...my is only one error type:

FATAL ERROR: Could not load script file "custom_stories"/RoaringCorridors/custom_stories/RoaringCorridors/maps/00_roaringcorridors.hps!

main (21,2): ERR : Expected ';'

My hps.file:

///////////////////////////
// Run first time starting map
void OnStart()
{
CreateEntityAtArea("servant_grunt_6", "servant_grunt.ent", "RoomAreaThree", false);
AddEntityCollideCallback("Player", "RoomTwoArea", "CollideRoomTwo", true, 1);
AddEntityCollideCallback("Player", "RoomOneArea", "CollideRoomOne", true, 1);
AddEntityCollideCallback("Player" , "ScriptArea_1" , "MonsterFunc1" , true , 1);
}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("unlocksound", "unlock_door.snt", "hall", 0.0f, false);
RemoveItem("hallkey_1");
}

void CollideRoomOne(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_1", true, true);
SetSwingDoorClosed("hall", false, true)
SetEnemyIsHallucination("servant_grunt_6", true);
FadeEnemyToSmoke("servant_grunt_6", true);
ShowEnemyPlayerPosition("Player");
}

///////////////////////////
// Run when entering map
void OnEnter()
{
AddUseItemCallback("", "hallkey_1", "hall", "KeyOnDoor", true);
SetSwingDoorLocked("hall", false, true);
SetSwingDoorLocked("outsidedoor" , false, true);
PlaySoundAtEntity("", "unlock_door" , "outsidedoor" , 0, false);
RemoveItem("outsidekey_1");
PlaySoundAtEntity("unlocksound", "unlock_door.snt", "hall", 0.0f, false);
RemoveItem("hallkey_1");
SetEntityPlayerLookAtCallback("fire_place_3", "looking", true);
}
///////////////////////////
// Run when leaving map
void OnLeave()
{

}




And my "extra_english.lang" file:

<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">This is a short map with creepy
corridors</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemDesc_hall_key">Tag reads "Hall Key".</Entry>
<Entry Name="ItemName_hall_key">Hall Key</Entry>
<Entry Name="ItemName_outsidekey_1">Outside Key</Entry>
<Entry Name="ItemDesc_outsidekey_1">Tag reads "Outside Key"</Entry>

</CATEGORY>
</LANGUAGE>


RE: Custom Story Crash [SOLVED] - JetlinerX - 08-21-2011

Void OnStart and OnEnter are the same thing really. Just merge the two



RE: Custom Story Crash [SOLVED] - Obliviator27 - 08-21-2011

SetSwingDoorClosed("hall", false, true)
You forgot to end it with a semicolon. Smile


RE: Custom Story Crash [SOLVED] - TheReaper2011 - 08-21-2011

Obliviator27, yes..i did as you suggested, and unfortunately it still crashes...dunno why...everything seems to be in order.
I updated my hps file (with a little more script functions)

and my extra_english.lang

But...eh...now it says a whole lot worse:

FATAL ERROR: Could not load script file 'custom_stories/RoaringCorridors/custom_stories/RoaringCorridors/maps/00_roaringcorridors.hps'!
main (22, 18) : ERR : Expected identifier
main (23, 11) : ERR : Expected identifier
main (24, 1) : ERR : Unexpected token '{'
main (28, 23) : ERR : Expected identifier
main (29, 20) : ERR : Expected identifier
main (30, 25) : ERR : Expected identifier
main (31, 21) : ERR : Expected identifier
main (32, 25) : ERR : Expected identifier
main (33, 1) : ERR : Unexpected token '{'
main (39, 23) : ERR : Expected identifier
main (40, 23) : ERR : Expected identifier
main (41, 23) : ERR : Expected identifier
main (42, 22) : ERR : Expected identifier
main (43, 15) : ERR : Expected identifier
main (44, 22) : ERR : Expected identifier
main (45, 15) : ERR : Expected identifier
main (46, 34) : ERR : Expected identifier
main (47, 1) : ERR : Unexpected token '{'

like i said...a "whole" lot worse.


My hps:

///////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "Walk_Quest_Area", "GetWalkQuest", true, 1);
AddEntityCollideCallback("Player", "Walk_Complete_Area", "FinishWalkQuest", true, 1);
CreateEntityAtArea("servant_grunt_6", "servant_grunt.ent", "RoomAreaThree", false);
AddEntityCollideCallback("Player", "RoomTwoArea", "CollideRoomTwo", true, 1);
AddEntityCollideCallback("Player", "RoomOneArea", "CollideRoomOne", true, 1);
AddEntityCollideCallback("Player" , "ScriptArea_1" , "MonsterFunc1" , true , 1);
}

void GetWalkQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("hauntedhallquest", "HauntedHallQuest");
}

void FinishWalkQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("hauntedhallquest", "HauntedHallQuest");
PlaySoundAtEntity("unlocksound", "unlock_door.snt", "hall", 0.0f, false);
RemoveItem("hallkey_1");
}

void CollideRoomOne(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_1", true, true);
SetSwingDoorClosed("hall", false, true);
SetEnemyIsHallucination("servant_grunt_6", true);
FadeEnemyToSmoke("servant_grunt_6", true);
ShowEnemyPlayerPosition("Player");
}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
///////////////////////////
// Run when entering map
void OnEnter()
{
AddUseItemCallback("", "hallkey_1", "hall", "KeyOnDoor", true);
SetSwingDoorLocked("hall", false, true);
SetSwingDoorLocked("outsidedoor" , false, true);
PlaySoundAtEntity("", "unlock_door" , "outsidedoor" , 0, false);
RemoveItem("outsidekey_1");
PlaySoundAtEntity("unlocksound", "unlock_door.snt", "hall", 0.0f, false);
RemoveItem("hallkey_1");
SetEntityPlayerLookAtCallback("fire_place_3", "looking", true);
}
///////////////////////////
// Run when leaving map
void OnLeave()
{

}



My extra_english.lang file:

<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">This is a short map with creepy corridors and jump surprises</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemDesc_hall_key">Tag reads "Hall Key".</Entry><Entry Name="ItemName_hall_key">Hall Key</Entry>
<Entry Name="ItemName_outsidekey_1">Outside Key</Entry>
<Entry Name="ItemDesc_outsidekey_1">Tag reads "Outside Key"</Entry>
<Entry Name="Quest_HauntedHallQuest_Text">You walked into the face of darkness and terror!</Entry>
</CATEGORY>

</LANGUAGE>


Am i doing something wrong with the "{" or "}"...cause i think the error is refering to them...but they are in order they should be.
The "Expected Identifier"...that i don't understand.