Custom story creation: ERROR 
			 
			
				Hey guys, I'm having an error when i try to run my custom story map. It says "Could not load file (my map) and then ERR unexpected end of file or something like that. Anyhow, I would love someone to look it up. I think it might be something with the statues since that's what I last edited before it crashed. I "unactivated" them. Thanks! 
 
 
 
 
// This runs when the map first starts 
void OnStart() 
{ 
 FadeOut(0); 
 FadeIn(5.0); 
 SetLanternDisabled(true); 
 SetPlayerActive(false); 
 ShowPlayerCrossHairIcons(false); 
 SetPlayerCrouching(true); 
 FadePlayerRollTo(50, 150, 150); 
 FadeRadialBlurTo(0.1, 0.4); 
 FadeImageTrailTo(2.0, 0.4); 
 FadeSepiaColorTo(100.0, 4.0); 
 AddTimer("", 5.0, "fade1"); 
 PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false); 
 PlaySoundAtEntity("ring", "insanity_ear_ring.snt", "Player", 12.0, false); 
 AddEntityCollideCallback("Player", "FallArea", "fall", true, 1); //FALL ON BRIDGE 
 AddEntityCollideCallback("Player", "statuemove1", "spawn", true, 1); //STATUES MOVING 
 AddEntityCollideCallback("Player", "statuemove2", "spawn2", true, 1); //STATUES MOVING 
 AddEntityCollideCallback("Player", "statuemove3", "spawn3", true, 1); //STATUES MOVING 
 AddEntityCollideCallback("Player", "statuemove4", "spawn4", true, 1); //STATUES MOVING 
 AddEntityCollideCallback("Player", "flyarea", "flytime", true, 1); 
SetEntityActive("armor_19", false); 
SetEntityActive("armor_20", false); 
SetEntityActive("armor_21", false); 
SetEntityActive("armor_22", false); 
SetEntityActive("armor_23", false); 
SetEntityActive("armor_24", false); 
SetEntityActive("armor_13", false); 
SetEntityActive("armor_14", false); 
SetEntityActive("armor_15", false); 
SetEntityActive("armor_16", false); 
SetEntityActive("armor_17", false); 
SetEntityActive("armor_18", false); 
SetEntityActive("armor_7", false); 
SetEntityActive("armor_8", false); 
SetEntityActive("armor_9", false); 
SetEntityActive("armor_10", false); 
SetEntityActive("armor_11", false); 
SetEntityActive("armor_12", false); 
SetEntityActive("armor_25", false); 
SetEntityActive("armor_26", false); 
SetEntityActive("armor_27", false); 
SetEntityActive("armor_28", false); 
SetEntityActive("armor_29", false); 
SetEntityActive("armor_30", false); 
} 
 
//COOL INTRO SHIT 
void fade1(string &in asTimer) 
{ 
FadeOut(2.0); 
AddTimer("", 2.0, "fade2"); 
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false); 
StopSound("ring", 5.0); 
} 
 
void fade2(string &in asTimer) 
{ 
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false); 
FadeIn(2.0); 
AddTimer("", 2.0, "lookhere1"); 
StartPlayerLookAt("Look_here1", 2, 4, ""); 
PlaySoundAtEntity("", "insanity_whisper.snt", "Player", 0, false); 
} 
 
void lookhere1(string &in asTimer) 
{ 
FadeOut(2.0); 
AddTimer("", 2.0, "fade3"); 
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false); 
} 
 
void fade3(string &in asTimer) 
{ 
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false); 
FadeIn(2.0); 
AddTimer("", 2.0, "lookhere2"); 
} 
 
void lookhere2(string &in asTimer) 
{ 
StartPlayerLookAt("Look_here2", 4, 8, ""); 
AddTimer("", 2.0, "finishintro"); 
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false); 
} 
 
void finishintro(string &in asTimer) 
{ 
SetPlayerActive(true); 
ShowPlayerCrossHairIcons(true); 
SetPlayerCrouching(false); 
FadePlayerRollTo(0, 33, 33); 
AddTimer("", 3.0, "finishpain"); 
StopPlayerLookAt(); 
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false); 
} 
 
void finishpain(string &in asTimer) 
{ 
FadeRadialBlurTo(0.0, 1.0); 
FadeSepiaColorTo(0.0, 25.0); 
FadeImageTrailTo(0.0, 0.1); 
} 
 
void fall(string &in asParent, string &in asChild, int alState) 
{ 
 AddPlayerBodyForce(0, 0, 25000, false); 
 PlaySoundAtEntity("", "pant.snt", "Player", 0, false); 
 PlaySoundAtEntity("", "player_falldamage_min.snt", "Player", 0, false); 
 SetPlayerCrouching(true); 
 SetPlayerMoveSpeedMul(1.0); 
 SetPlayerRunSpeedMul(1.0); 
 SetPlayerLookSpeedMul(1.0); 
} 
 
void spawn(string &in asParent, string &in asChild, int alState) 
{ 
	PlaySoundAtEntity("", "player_breath.snt", "statuemove1", 0, false); 
	PlaySoundAtEntity("", "00_laugh.snt", "statuemove1", 0, false); 
	SetEntityActive("armor_big_1", true); 
	SetEntityActive("armor_7", true); 
	SetEntityActive("armor_8", true); 
	SetEntityActive("armor_9", true); 
	SetEntityActive("armor_10", true); 
	SetEntityActive("armor_11", true); 
	SetEntityActive("armor_12", true); 
	StartPlayerLookAt("look", 2, 4, "StopPlayerLookAt"); 
} 
 
void spawn2(string &in asParent, string &in asChild, int alState) 
{ 
	PlaySoundAtEntity("", "player_breath.snt", "statuemove2", 0, false); 
	PlaySoundAtEntity("", "00_laugh.snt", "statuemove2", 0, false); 
	SetEntityActive("armor_big_2", true); 
	SetEntityActive("armor_13", true); 
	SetEntityActive("armor_14", true); 
	SetEntityActive("armor_15", true); 
	SetEntityActive("armor_16", true); 
	SetEntityActive("armor_17", true); 
	SetEntityActive("armor_18", true); 
	StartPlayerLookAt("look2", 2, 4, "StopPlayerLookAt"); 
} 
 
void spawn3(string &in asParent, string &in asChild, int alState) 
{ 
	PlaySoundAtEntity("", "player_breath.snt", "statuemove3", 0, false); 
	PlaySoundAtEntity("", "00_laugh.snt", "statuemove3", 0, false); 
	SetEntityActive("armor_big_3", true); 
	SetEntityActive("armor_19", true); 
	SetEntityActive("armor_20", true); 
	SetEntityActive("armor_21", true); 
	SetEntityActive("armor_22", true); 
	SetEntityActive("armor_23", true); 
	SetEntityActive("armor_24", true); 
	StartPlayerLookAt("look3", 2, 4, "StopPlayerLookAt"); 
} 
 
void spawn4(string &in asParent, string &in asChild, int alState) 
{ 
	PlaySoundAtEntity("", "player_breath.snt", ""statuemove4", 0, false); 
	PlaySoundAtEntity("", "00_laugh.snt", "statuemove4", 0, false); 
	SetEntityActive("armor_big_4", true); 
	s 
	StartPlayerLookAt("look4", 2, 4, "StopPlayerLookAt"); 
} 
 
//=========================================== 
// This runs when the player enters the map 
void OnEnter() 
{ 
 StopMusic(3,0); 
 PlayMusic("requiem_for_a_dream.ogg", true, 1.0, 0, 0, true); 
 AddTimer("", 112.0, "flytime"); 
 SetPlayerMoveSpeedMul(0.5); 
 SetPlayerRunSpeedMul(0.5); 
 SetPlayerLookSpeedMul(0.5); 
} 
 
void flytime(string &in asTimer) 
{ 
 AddPlayerBodyForce(0, 200000, 0, false); 
 PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false); 
} 
 
//=========================================== 
// This runs when the player leaves the map 
void OnLeave() 
{ 
}
			 
			
			
 
			
				
(This post was last modified: 04-26-2012, 08:26 PM by Wapez.)
 
				
			 
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