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Level Editor Glitch? Help!! - 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: Level Editor Glitch? Help!! (/thread-13593.html) |
Level Editor Glitch? Help!! - Froggit - 02-26-2012 I have made some maps for my amnesia custom story and in level editor I have a wall and a carpet (I have more than that but I have problems with these) but when I play my map everything is perfect except for the wall and carpet, they are not there. It shows up in Level Editor but not when i test my map :/ .Im not sure if this is a glitch or what but I woud really appreciate help. Appreciate any help ![]() RE: Level Editor Glitch? Help!! - Tripication - 02-26-2012 um, try raise the carpet up a tiny bit, as for the wall im not sure. But you may have changed the save directory so you could be loading an old version of the map without realizing RE: Level Editor Glitch? Help!! - Traggey - 02-26-2012 Select both objects and make sure the ACTIVE box is ticked, if not they won't show up. RE: Level Editor Glitch? Help!! - Datguy5 - 02-26-2012 Delete your map_cache file.That usually helps.But i recommend to make backup of your story : P RE: Level Editor Glitch? Help!! - Froggit - 02-27-2012 (02-26-2012, 02:07 PM)Datguy5 Wrote: Delete your map_cache file.That usually helps.But i recommend to make backup of your story : PWhats a map_cach file? o_O Cuz I dont see one in my custom story file :/ RE: Level Editor Glitch? Help!! - Your Computer - 02-27-2012 (02-27-2012, 02:59 AM)Froggit Wrote: Whats a map_cach file? o_O Cuz I dont see one in my custom story file :/ It's self-explanatory. They're located where your maps are. RE: Level Editor Glitch? Help!! - Froggit - 02-27-2012 (02-27-2012, 03:47 AM)Your Computer Wrote:The only files that I have are the extra_english.lang, custom_story_settings.cfg, some .map(s) and .hps('s) in my custom story file(02-27-2012, 02:59 AM)Froggit Wrote: Whats a map_cach file? o_O Cuz I dont see one in my custom story file :/ ![]() RE: Level Editor Glitch? Help!! - Obliviator27 - 02-27-2012 From what I can see, you have your settings wrong. You need a maps folder inside your custom story folder. IT should look like this Amnesia the dark descent v custom_stories v custom_story_settings.cfg extra_english.lang maps(folder) v your .map files your .hps files. any map_cache files will be here too RE: Level Editor Glitch? Help!! - Froggit - 02-27-2012 (02-27-2012, 07:08 PM)Obliviator27 Wrote: From what I can see, you have your settings wrong. You need a maps folder inside your custom story folder. IT should look like thisApologies, Im really new to ALL of this stuff. I dont have any map_cache file in my custom story folder>map folder(It's in the right spot) that are visible. Should I make one? If so where do I get the cache file? RE: Level Editor Glitch? Help!! - Froggit - 02-28-2012 Here is my script if it helps at all. Im trying to get this custom story finished for PewDiePie. //////////////////////////// // Run when entering map void OnEnter() { } void OnStart() { AddUseItemCallback("", "key4", "door1", "UsedKeyOnDoor1", true); AddUseItemCallback("", "key2", "door3", "UsedKeyOnDoor2", true); AddUseItemCallback("", "key3", "door2", "UsedKeyOnDoor3", true); SetEntityPlayerInteractCallback("cabinet_nice_6", "cabscare", true); SetEntityCallbackFunc("paper1", "OnPickup"); SetEntityCallbackFunc("paper2", "OnPickup2"); SetEntityCallbackFunc("laudanum", "OnPickup3"); SetEntityCallbackFunc("cabinet_nice_6", "OnPickup4"); AddEntityCollideCallback("Player", "ScriptArea_3", "grunt1", true, 1); AddEntityCollideCallback("Player", "ScriptArea_4", "monster1", true, 1); AddEntityCollideCallback("Player", "ScriptArea_5", "monster2", true, 1); AddEntityCollideCallback("Player", "ScriptArea_1", "doorscare", true, 1); } void monster1(string &in asParent, string &in asChild, int alState) { SetEntityActive("enemy1", true); AddEnemyPatrolNode("enemy1", "PathNodeArea_1", 2, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_3", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_5", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_6", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_7", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_8", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_9", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_10", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_11", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_12", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_13", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_14", 0, ""); AddEnemyPatrolNode("enemy1", "PathNodeArea_15", 0, ""); } void doorscare(string &in asParent, string &in asChild, int alState) { SetSwingDoorLocked("mansion_3", true, true); } void monster2(string &in asParent, string &in asChild, int alState) { SetEntityActive("enemy3", true); ShowEnemyPlayerPosition("enemy3"); } void OnPickup(string &in asEntity, string &in type) { SetEntityActive("paper1", true); } void OnPickup2(string &in asEntity, string &in type) { SetEntityActive("paper2", true); } void OnPickup3(string &in asEntity, string &in type) { SetEntityActive("laudanum", true); } void OnPickup4(string &in asEntity, string &in type) { SetEntityActive("enemy2", true); PlaySoundAtEntity("", "Sound_2", "enemy2", 0, false); } void grunt1(string &in asParent, string &in asChild, int alState) { SetEntityActive("grunt1", true); } void UsedKeyOnDoor1(string &in asItem, string &in asEntity) { SetSwingDoorLocked("door1", false, true); PlaySoundAtEntity("", "unlock_door", "door1", 0, false); RemoveItem("key4"); } void UsedKeyOnDoor2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("door3", false, true); PlaySoundAtEntity("", "unlock_door", "door3", 0, false); RemoveItem("key2"); } void UsedKeyOnDoor3(string &in asItem, string &in asEntity) { SetSwingDoorLocked("door2", false, true); PlaySoundAtEntity("", "unlock_door", "door2", 0, false); RemoveItem("key3"); } //////////////////////////// // Run when leaving map void OnLeave() { } |