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Level Editor Glitch? Help!! - Printable Version

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+---- 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 helpSmile



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 : P
Whats 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:
(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.
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 Undecided . I have tried deleting the carpet and making it again but then right when I start the map I fall through the map and die and it keeps happing after I respawn. Maby there is a update for level editor? Idk. But thanks for the help.



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 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
Apologies, 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()
{
}