| RE: Level Editor Glitch? Help!! 
 
				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()
 {
 }
 
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