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Amnesia custom story problem - 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: Amnesia custom story problem (/thread-15395.html) Pages:
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Amnesia custom story problem - KodiakZ - 05-12-2012 So I'm working on a Amnesia custom story but I'm stuck. I've made a key to open a specific door, but it will not work. The key is for a map changing door. My key is called Key_1 and my door is called Door_1. I cannot seem to get it to work. Here's my code: //////////////////////////// // Run first time starting map void OnStart() { AddUseItemCallback("", "Key_1", "Door_1", "KeyOnDoor", true); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetLevelDoorLocked("Door_1", false); PlaySoundAtEntity("", "unlock_door", "Door_1", 0, false); } //////////////////////////// // Run when entering map void OnEnter() { } //////////////////////////// // Run when leaving map void OnLeave() { } Any help will be appreciated! Thanks for reading! RE: Amnesia custom story problem - EXAWOLT - 05-12-2012 I had the same problem bro. My solution was to create 2 level doors, one fake that's locked and another un-active unlocked door wich will lead you further. add useitem callback with the key on the fake door, and call SetEntityActive("fake", false); and make the real door appear SetEntityActive("real", true); RE: Amnesia custom story problem - Putmalk - 05-12-2012 Is the door in question a level door (i.e., it's name is level_wood or something like that) or is it a swing door (i.e., it's name is mansion_1 or something like that). If it's a LevelDoor, then the SetLevelDoorLocked function is working as intended. If it's a SwingDoor, then you need to use the SetSwingDoorLocked(string& asName, bool abLocked, bool abEffects); function. Is your key named "Key_1"? Is your door named "Door_1"? EXAWOLT Wrote:I had the same problem bro.^^ Yeah, sorry no offense but ignore this. If done correctly you only need the key and the door, nothing else is needed and you're just making life more difficult for yourself. RE: Amnesia custom story problem - KodiakZ - 05-13-2012 (05-12-2012, 11:26 PM)Putmalk Wrote: Is the door in question a level door (i.e., it's name is level_wood or something like that) or is it a swing door (i.e., it's name is mansion_1 or something like that).^^ Yeah, sorry no offense but ignore this. If done correctly you only need the key and the door, nothing else is needed and you're just making life more difficult for yourself. Thanks for responding ![]() Yes, my key is called Key_1 and my door is Door_1. I've already tried renaming it a lot of times but with no succes. I've searched on Google for more than a half day, but still no help to be found. I'v etried all of the methods that I've found, but none worked. I really don't know whar I'm doing wrong. It's called mansion_1 but has the same look of a level door. Is that where I'm doing wrong ? RE: Amnesia custom story problem - pandasFTW - 05-13-2012 you need to ensure that you are using the correct script, that means you can use " setleveldoorlocked" if the door you are using, aint a level door... if it ISNT a level door then use " setswingdoorlocked"!!!:.. ![]() secondly, something that, i used to do wrong when i started scripting, and most other people do too... scripting is CASE-FRIGGIN-SENSITIVE ![]() ![]() ![]() (05-13-2012, 10:16 AM)KodiakZ Wrote:if its only called "mansion_1 " then you will have to use the " setswingdoor" script, because every level door has(05-12-2012, 11:26 PM)Putmalk Wrote: Is the door in question a level door (i.e., it's name is level_wood or something like that) or is it a swing door (i.e., it's name is mansion_1 or something like that).^^ Yeah, sorry no offense but ignore this. level_ infront of it RE: Amnesia custom story problem - KodiakZ - 05-13-2012 Ok, so. I've just made a new door, and it's a level door. (Called Level_Celler_1) So I'm testing to see if it works now. Wow! it worked! Thanks! Holy **** IT WORKED! Thank you dude! ![]() RE: Amnesia custom story problem - FlyingFruitcake - 05-13-2012 I used this code, but I used it in ''Run when entering map'' Code: ///Run when entering map/// Make sure your door and key have the same name as in the code... RE: Amnesia custom story problem - KodiakZ - 05-13-2012 It already had. I checked for spelling mistaked missing , and stuff. But when i made a new door and didn't rename it just so its called original name it worked. Now my only problem is note text not showing and name of key not showing. RE: Amnesia custom story problem - pandasFTW - 05-13-2012 (05-13-2012, 11:02 AM)KodiakZ Wrote: Ok, so. I've just made a new door, and it's a level door. (Called Level_Celler_1) So I'm testing to see if it works now. Wow! it worked! Thanks!glad to hear it worked out for ya ![]() RE: Amnesia custom story problem - Putmalk - 05-13-2012 I would suggest not renaming doors when level editing (especially if you're new). LevelDoors: level_wood level_celler level_dungeon level_hub level_orb_room_door level_wood_double level_cistern SwingDoors: mansion metal castle cellar prison prison_section elevator_door hatch_ceiling hatch_drainage hatch_metal01 sewer_arched Special (use SetMoveObjectState) castle_portcullis castlebase_secret_door hatch_large safety_large_vert safety_normal_vert Hope this helps! |