[SCRIPT] Next Map error. - 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: [SCRIPT] Next Map error. (/thread-19921.html) |
Next Map error. - LocalParty - 01-13-2013 Okey, so i'm not a good scripter and i know my code is unstructured and so on, but when i go to the level door it starts loading but then freezes the game, can someone help me? Tnx. Script: void OnStart() { AddTimer("pianotimer", 0, "pianotimer"); AddEntityCollideCallback("Player", "pianostop", "pianostop", true, 1); AddEntityCollideCallback("Player", "script_slam", "func_slam", true, 1); AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1); AddEntityCollideCallback("Player", "Run_1", "MonsterFunction_2", true, 1); AddEntityCollideCallback("Player", "Face", "MonsterFunction_3", false, 1); AddEntityCollideCallback("Player", "Face_1", "MonsterFunction_4", false, 1); AddEntityCollideCallback("Player", "Face_2", "MonsterFunction_5", false, 1); AddEntityCollideCallback("Player", "Spawn", "Spawn", true, 1); AddEntityCollideCallback("Player", "Door_slam", "func_slam_1", true, 1); SetEntityPlayerInteractCallback("Level_2", "Next_Level", bool "true"); } void pianotimer(string &in asTimer) { PlaySoundAtEntity("piano", "general_piano03", "piano", 0, false); AddTimer("pianotimer", 18, "pianotimer"); } void pianostop(string &in asParent, string &in asChild, int alState) { StopSound("piano", 0); RemoveTimer("pianotimer"); SetLeverStuckState("piano", -1, true); AddPropImpulse("piano", 0, 0, 100, "World"); PlaySoundAtEntity("piano", "break_wood", "piano", 0, false); CreateParticleSystemAtEntity("", "ps_dust_impact.ps", "impact", false); } void func_slam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("castle_1", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); } void func_slam_1(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("castle_2", true, true); SetSwingDoorLocked("castle_2", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); } void MonsterFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("hanging_corpse", true); StartScreenShake( 0.02, 1, 0.5, 0.5); GiveSanityDamage(5.0f, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); } void MonsterFunction_2(string &in asParent, string &in asChild, int alState) { AddTimer("", 2, "PunchyLook"); StartPlayerLookAt("servant_grunt_2", 1, 1, ""); GiveSanityDamage(5.0f, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); SetPlayerActive(false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); SetMessage("Information", "run", 1); CheckPoint ("", "PlayerStartArea_2", "CALLBACKFUNC", "DeathHint", "Description1"); } void PunchyLook(string &in asTimer) { SetEntityActive("servant_grunt_2", true); ShowEnemyPlayerPosition("servant_grunt_2"); SetPropHealth("castle_2", 0.0f); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); SetPlayerActive(true); StopPlayerLookAt(); } void MonsterFunction_3(string &in asParent, string &in asChild, int alState) { SetEntityActive("hanging_prisoner_1", true); StartScreenShake( 0.02, 1, 0.5, 0.5); GiveSanityDamage(5.0f, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); } void MonsterFunction_4(string &in asParent, string &in asChild, int alState) { SetEntityActive("hanging_prisoner_3", true); SetEntityActive("hanging_prisoner_4", true); StartScreenShake( 0.02, 1, 0.5, 0.5); GiveSanityDamage(5.0f, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); } void MonsterFunction_5(string &in asParent, string &in asChild, int alState) { SetEntityActive("hanging_prisoner_2", true); StartScreenShake( 0.02, 1, 0.5, 0.5); GiveSanityDamage(5.0f, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); } void Spawn(string &in asParent, string &in asChild, int alState) { CheckPoint ("", "PlayerStartArea_2", "", "DeathHint", "Description1"); } void OnEnter() { AddUseItemCallback("", "CastleKey_1", "castle_2", "UsedKeyOnDoor", true); SetEntityCallbackFunc("CastleKey_1", "OnPickup"); SetEntityPlayerInteractCallback("Level_2", "TeleportFunction", true); AddUseItemCallback("", "CastleKey_2", "castle_1", "UsedKeyOnDoor_1", true); } void UsedKeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("castle_2", false, true); PlaySoundAtEntity("", "unlock_door.snt", "castle_2", 0, false); RemoveItem("CastleKey_1"); } void UsedKeyOnDoor_1(string &in asItem, string &in asEntity) { SetSwingDoorLocked("castle_1", false, true); PlaySoundAtEntity("", "unlock_door.snt", "castle_1", 0, false); RemoveItem("CastleKey_2"); } void OnPickup(string &in asEntity, string &in type) { SetEntityActive("monster_grunt", true); ShowEnemyPlayerPosition("monster_grunt"); StartScreenShake( 0.02, 1, 0.5, 0.5); SetPropHealth("castle_1", 0.0f); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); } void Next_Level(string &in asEntity) { ChangeMap("Empty_Spaces2", PlayerStartArea_1, "", ""); } void OnLeave() { StopMusic( 2, 1000); ClearSavedMaps(); } RE: Next Map error. - FlawlessHappiness - 01-14-2013 Well that is nothing with your script. If you could show us the properties of the leveldoor that would be great. When you use a leveldoor you just select which map you load, from which startposition and so on. Leveldoors are made for changing levels. You don't need a script to do it So you can just delete that function RE: Next Map error. - LocalParty - 01-14-2013 Oh, thank you very much i dident even know that, now it fixed it self and i feel silly. Thanks for taking time Okey, it still dont work... That is my door settings RE: Next Map error. - FlawlessHappiness - 01-14-2013 Yep It fixed itself because you removed the lines in the script |