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		| No Author   Posting Freak
 
 Posts: 962
 Threads: 10
 Joined: Jun 2012
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13
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			| RE: Script Problems 
 
				Delete any map_cache in your CS folder (customstory\"CSNAME"\maps)
			 
 
				
(This post was last modified: 03-10-2013, 12:48 PM by No Author.)
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	| 03-10-2013, 12:48 PM |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
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			| RE: Script Problems 
 
				void OnStart (){
 AddUseItemCallback("", "StrangeDoorKey", "StrangeDoor", "UnlockStrangeDoor", false);
 SetEntityCallbackFunc("GuestRoomKey", "jump");
 AddUseItemCallback("", "GuestRoomKey", "door01", "UsedKeyOnDoor", false);
 }
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("door01", false, true);
 PlaySoundAtEntity("", "Unlock_door", "door01", 0, false);
 RemoveItem("GuestRoomKey");
 }
 
 
 void jump(string &in asEntity, string &in type)
 {
 SetEntityActive("corpse01", true);
 PlaySoundAtEntity("", "12_girl_scream.snt", "corpse01", 0, false);
 StartScreenShake(0.5f, 2, 0, 0.25);
 }
 
 
 void UnlockStrangeDoor(string &in asItem, string &in asEntity)
 
 {
 SetSwingDoorLocked("StrangeDoor", false, true);
 PlaySoundAtEntity("", "Unlock_door", "YOLO", 0, false);
 RemoveItem("StrangeDoorKey");
 }
 
Change the door called YOLO to Strange Door.
 
OFF-TOPIC: (For Pro-Scripters.) 
When i was seeing the script functions on the Script Functions thread, what does internal name mean? 
Also, am i right in changing this
 void SetLevelDoorLockedText(string& asName, string& asTextCat, string& asTextEntry); 
to this?
 SetLevelDoorLockedText("", "Levels" , "Door"); 
 
 "Veni, vidi, vici.""I came, I saw, I conquered."
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	| 03-10-2013, 12:52 PM |  |  
	
		| Coolfromdah00d   Junior Member
 
 Posts: 38
 Threads: 5
 Joined: Mar 2013
 Reputation: 
0
 | 
			| RE: Script Problems 
 
				 (03-10-2013, 12:52 PM)JustAnotherPlayer Wrote:  void OnStart (){
 AddUseItemCallback("", "StrangeDoorKey", "StrangeDoor", "UnlockStrangeDoor", false);
 SetEntityCallbackFunc("GuestRoomKey", "jump");
 AddUseItemCallback("", "GuestRoomKey", "door01", "UsedKeyOnDoor", false);
 }
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("door01", false, true);
 PlaySoundAtEntity("", "Unlock_door", "door01", 0, false);
 RemoveItem("GuestRoomKey");
 }
 
 
 void jump(string &in asEntity, string &in type)
 {
 SetEntityActive("corpse01", true);
 PlaySoundAtEntity("", "12_girl_scream.snt", "corpse01", 0, false);
 StartScreenShake(0.5f, 2, 0, 0.25);
 }
 
 
 void UnlockStrangeDoor(string &in asItem, string &in asEntity)
 
 {
 SetSwingDoorLocked("StrangeDoor", false, true);
 PlaySoundAtEntity("", "Unlock_door", "YOLO", 0, false);
 RemoveItem("StrangeDoorKey");
 }
 
Change the door called YOLO to Strange Door.
 
 OFF-TOPIC: (For Pro-Scripters.)
 When i was seeing the script functions on the Script Functions thread, what does internal name mean?
 Also, am i right in changing this
 
 to this?void SetLevelDoorLockedText(string& asName, string& asTextCat, string& asTextEntry); 
 SetLevelDoorLockedText("", "Levels" , "Door"); 
 
cannot use this item this way
			 |  |  
	| 03-10-2013, 01:06 PM |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
 | 
			| RE: Script Problems 
 
				 (03-10-2013, 01:06 PM)Coolfromdah00d Wrote:   (03-10-2013, 12:52 PM)JustAnotherPlayer Wrote:  void OnStart (){
 AddUseItemCallback("", "StrangeDoorKey", "StrangeDoor", "UnlockStrangeDoor", false);
 SetEntityCallbackFunc("GuestRoomKey", "jump");
 AddUseItemCallback("", "GuestRoomKey", "door01", "UsedKeyOnDoor", false);
 }
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("door01", false, true);
 PlaySoundAtEntity("", "Unlock_door", "door01", 0, false);
 RemoveItem("GuestRoomKey");
 }
 
 
 void jump(string &in asEntity, string &in type)
 {
 SetEntityActive("corpse01", true);
 PlaySoundAtEntity("", "12_girl_scream.snt", "corpse01", 0, false);
 StartScreenShake(0.5f, 2, 0, 0.25);
 }
 
 
 void UnlockStrangeDoor(string &in asItem, string &in asEntity)
 
 {
 SetSwingDoorLocked("StrangeDoor", false, true);
 PlaySoundAtEntity("", "Unlock_door", "YOLO", 0, false);
 RemoveItem("StrangeDoorKey");
 }
 
Change the door called YOLO to Strange Door.
 
 OFF-TOPIC: (For Pro-Scripters.)
 When i was seeing the script functions on the Script Functions thread, what does internal name mean?
 Also, am i right in changing this
 
 to this?void SetLevelDoorLockedText(string& asName, string& asTextCat, string& asTextEntry); 
 SetLevelDoorLockedText("", "Levels" , "Door"); 
 cannot use this item this way
 Did you change the door's name from "YOLO" to "StrangeDoor" (without the quotation marks)?
			 
 "Veni, vidi, vici.""I came, I saw, I conquered."
 |  |  
	| 03-10-2013, 01:22 PM |  |  
	
		| Coolfromdah00d   Junior Member
 
 Posts: 38
 Threads: 5
 Joined: Mar 2013
 Reputation: 
0
 | 
			| RE: Script Problems 
 
				 (03-10-2013, 01:22 PM)JustAnotherPlayer Wrote:   (03-10-2013, 01:06 PM)Coolfromdah00d Wrote:  Did you change the door's name from "YOLO" to "StrangeDoor" (without the quotation marks)? (03-10-2013, 12:52 PM)JustAnotherPlayer Wrote:  void OnStart (){
 AddUseItemCallback("", "StrangeDoorKey", "StrangeDoor", "UnlockStrangeDoor", false);
 SetEntityCallbackFunc("GuestRoomKey", "jump");
 AddUseItemCallback("", "GuestRoomKey", "door01", "UsedKeyOnDoor", false);
 }
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("door01", false, true);
 PlaySoundAtEntity("", "Unlock_door", "door01", 0, false);
 RemoveItem("GuestRoomKey");
 }
 
 
 void jump(string &in asEntity, string &in type)
 {
 SetEntityActive("corpse01", true);
 PlaySoundAtEntity("", "12_girl_scream.snt", "corpse01", 0, false);
 StartScreenShake(0.5f, 2, 0, 0.25);
 }
 
 
 void UnlockStrangeDoor(string &in asItem, string &in asEntity)
 
 {
 SetSwingDoorLocked("StrangeDoor", false, true);
 PlaySoundAtEntity("", "Unlock_door", "YOLO", 0, false);
 RemoveItem("StrangeDoorKey");
 }
 
Change the door called YOLO to Strange Door.
 
 OFF-TOPIC: (For Pro-Scripters.)
 When i was seeing the script functions on the Script Functions thread, what does internal name mean?
 Also, am i right in changing this
 
 to this?void SetLevelDoorLockedText(string& asName, string& asTextCat, string& asTextEntry); 
 SetLevelDoorLockedText("", "Levels" , "Door"); 
 cannot use this item this way
 
I'm not that dumb... -_- yes I changed it to StrangeDoor and I changed the part where you wrote YOLO to strangedoor ut I still get the cannot use this item this way error.
			 |  |  
	| 03-10-2013, 01:26 PM |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
 | 
			| RE: Script Problems 
 
				 (03-10-2013, 01:26 PM)Coolfromdah00d Wrote:   (03-10-2013, 01:22 PM)JustAnotherPlayer Wrote:   (03-10-2013, 01:06 PM)Coolfromdah00d Wrote:  Did you change the door's name from "YOLO" to "StrangeDoor" (without the quotation marks)? (03-10-2013, 12:52 PM)JustAnotherPlayer Wrote:  void OnStart (){
 AddUseItemCallback("", "StrangeDoorKey", "StrangeDoor", "UnlockStrangeDoor", false);
 SetEntityCallbackFunc("GuestRoomKey", "jump");
 AddUseItemCallback("", "GuestRoomKey", "door01", "UsedKeyOnDoor", false);
 }
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("door01", false, true);
 PlaySoundAtEntity("", "Unlock_door", "door01", 0, false);
 RemoveItem("GuestRoomKey");
 }
 
 
 void jump(string &in asEntity, string &in type)
 {
 SetEntityActive("corpse01", true);
 PlaySoundAtEntity("", "12_girl_scream.snt", "corpse01", 0, false);
 StartScreenShake(0.5f, 2, 0, 0.25);
 }
 
 
 void UnlockStrangeDoor(string &in asItem, string &in asEntity)
 
 {
 SetSwingDoorLocked("StrangeDoor", false, true);
 PlaySoundAtEntity("", "Unlock_door", "YOLO", 0, false);
 RemoveItem("StrangeDoorKey");
 }
 
Change the door called YOLO to Strange Door.
 
 OFF-TOPIC: (For Pro-Scripters.)
 When i was seeing the script functions on the Script Functions thread, what does internal name mean?
 Also, am i right in changing this
 
 to this?void SetLevelDoorLockedText(string& asName, string& asTextCat, string& asTextEntry); 
 SetLevelDoorLockedText("", "Levels" , "Door"); 
 cannot use this item this way
 I'm not that dumb... -_- yes I changed it to StrangeDoor and I changed the part where you wrote YOLO to strangedoor ut I still get the cannot use this item this way error.
 
Try deleting .map cache's that you have.
			 
 "Veni, vidi, vici.""I came, I saw, I conquered."
 |  |  
	| 03-10-2013, 01:27 PM |  |  
	
		| Coolfromdah00d   Junior Member
 
 Posts: 38
 Threads: 5
 Joined: Mar 2013
 Reputation: 
0
 | 
			| RE: Script Problems 
 
				 (03-10-2013, 01:27 PM)JustAnotherPlayer Wrote:   (03-10-2013, 01:26 PM)Coolfromdah00d Wrote:   (03-10-2013, 01:22 PM)JustAnotherPlayer Wrote:   (03-10-2013, 01:06 PM)Coolfromdah00d Wrote:  Did you change the door's name from "YOLO" to "StrangeDoor" (without the quotation marks)? (03-10-2013, 12:52 PM)JustAnotherPlayer Wrote:  void OnStart (){
 AddUseItemCallback("", "StrangeDoorKey", "StrangeDoor", "UnlockStrangeDoor", false);
 SetEntityCallbackFunc("GuestRoomKey", "jump");
 AddUseItemCallback("", "GuestRoomKey", "door01", "UsedKeyOnDoor", false);
 }
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("door01", false, true);
 PlaySoundAtEntity("", "Unlock_door", "door01", 0, false);
 RemoveItem("GuestRoomKey");
 }
 
 
 void jump(string &in asEntity, string &in type)
 {
 SetEntityActive("corpse01", true);
 PlaySoundAtEntity("", "12_girl_scream.snt", "corpse01", 0, false);
 StartScreenShake(0.5f, 2, 0, 0.25);
 }
 
 
 void UnlockStrangeDoor(string &in asItem, string &in asEntity)
 
 {
 SetSwingDoorLocked("StrangeDoor", false, true);
 PlaySoundAtEntity("", "Unlock_door", "YOLO", 0, false);
 RemoveItem("StrangeDoorKey");
 }
 
Change the door called YOLO to Strange Door.
 
 OFF-TOPIC: (For Pro-Scripters.)
 When i was seeing the script functions on the Script Functions thread, what does internal name mean?
 Also, am i right in changing this
 
 to this?void SetLevelDoorLockedText(string& asName, string& asTextCat, string& asTextEntry); 
 SetLevelDoorLockedText("", "Levels" , "Door"); 
 cannot use this item this way
 I'm not that dumb... -_- yes I changed it to StrangeDoor and I changed the part where you wrote YOLO to strangedoor ut I still get the cannot use this item this way error.
 Try deleting .map cache's that you have.
 
but wont it delte my map? my custom story map? everything I've built
			 |  |  
	| 03-10-2013, 01:48 PM |  |  
	
		| No Author   Posting Freak
 
 Posts: 962
 Threads: 10
 Joined: Jun 2012
 Reputation: 
13
 | 
			| RE: Script Problems 
 
				 (03-10-2013, 01:48 PM)Coolfromdah00d Wrote:   (03-10-2013, 01:27 PM)JustAnotherPlayer Wrote:   (03-10-2013, 01:26 PM)Coolfromdah00d Wrote:   (03-10-2013, 01:22 PM)JustAnotherPlayer Wrote:   (03-10-2013, 01:06 PM)Coolfromdah00d Wrote:  cannot use this item this wayDid you change the door's name from "YOLO" to "StrangeDoor" (without the quotation marks)? I'm not that dumb... -_- yes I changed it to StrangeDoor and I changed the part where you wrote YOLO to strangedoor ut I still get the cannot use this item this way error.
 Try deleting .map cache's that you have.
 but wont it delte my map? my custom story map? everything I've built
 
No it won't. Map cache's isn't the same file with your map. The game creates cache's after you play your map. It's like a save of your map. But when you change the map (like adding walls or stuff), you won't see any differents with your new saved map. Maybe just a few doors(if you add them) without a wall.
			 
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	| 03-10-2013, 02:55 PM |  |  
	
		| Coolfromdah00d   Junior Member
 
 Posts: 38
 Threads: 5
 Joined: Mar 2013
 Reputation: 
0
 | 
			| RE: Script Problems 
 
				 (03-10-2013, 02:55 PM)No Author Wrote:   (03-10-2013, 01:48 PM)Coolfromdah00d Wrote:   (03-10-2013, 01:27 PM)JustAnotherPlayer Wrote:   (03-10-2013, 01:26 PM)Coolfromdah00d Wrote:   (03-10-2013, 01:22 PM)JustAnotherPlayer Wrote:  Did you change the door's name from "YOLO" to "StrangeDoor" (without the quotation marks)? I'm not that dumb... -_- yes I changed it to StrangeDoor and I changed the part where you wrote YOLO to strangedoor ut I still get the cannot use this item this way error.
 Try deleting .map cache's that you have.
 but wont it delte my map? my custom story map? everything I've built
 No it won't. Map cache's isn't the same file with your map. The game creates cache's after you play your map. It's like a save of your map. But when you change the map (like adding walls or stuff), you won't see any differents with your new saved map. Maybe just a few doors(if you add them) without a wall.
 
I see what you mean. it's like I play the map then add a new room and continue my map, I wont see the new room unless I start the map again.
 
  (03-10-2013, 04:04 PM)Coolfromdah00d Wrote:   (03-10-2013, 02:55 PM)No Author Wrote:   (03-10-2013, 01:48 PM)Coolfromdah00d Wrote:   (03-10-2013, 01:27 PM)JustAnotherPlayer Wrote:   (03-10-2013, 01:26 PM)Coolfromdah00d Wrote:  I'm not that dumb... -_- yes I changed it to StrangeDoor and I changed the part where you wrote YOLO to strangedoor ut I still get the cannot use this item this way error. Try deleting .map cache's that you have.
 but wont it delte my map? my custom story map? everything I've built
 No it won't. Map cache's isn't the same file with your map. The game creates cache's after you play your map. It's like a save of your map. But when you change the map (like adding walls or stuff), you won't see any differents with your new saved map. Maybe just a few doors(if you add them) without a wall.
 I see what you mean. it's like I play the map then add a new room and continue my map, I wont see the new room unless I start the map again.
 
alright so where do I find the map caches?
			 
				
(This post was last modified: 03-10-2013, 04:05 PM by Coolfromdah00d.)
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	| 03-10-2013, 04:04 PM |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
 | 
			| RE: Script Problems 
 
				 (03-10-2013, 04:04 PM)Coolfromdah00d Wrote:   (03-10-2013, 02:55 PM)No Author Wrote:   (03-10-2013, 01:48 PM)Coolfromdah00d Wrote:   (03-10-2013, 01:27 PM)JustAnotherPlayer Wrote:   (03-10-2013, 01:26 PM)Coolfromdah00d Wrote:  I'm not that dumb... -_- yes I changed it to StrangeDoor and I changed the part where you wrote YOLO to strangedoor ut I still get the cannot use this item this way error. Try deleting .map cache's that you have.
 but wont it delte my map? my custom story map? everything I've built
 No it won't. Map cache's isn't the same file with your map. The game creates cache's after you play your map. It's like a save of your map. But when you change the map (like adding walls or stuff), you won't see any differents with your new saved map. Maybe just a few doors(if you add them) without a wall.
 I see what you mean. it's like I play the map then add a new room and continue my map, I wont see the new room unless I start the map again.
 
 
  (03-10-2013, 04:04 PM)Coolfromdah00d Wrote:   (03-10-2013, 02:55 PM)No Author Wrote:   (03-10-2013, 01:48 PM)Coolfromdah00d Wrote:   (03-10-2013, 01:27 PM)JustAnotherPlayer Wrote:  Try deleting .map cache's that you have. but wont it delte my map? my custom story map? everything I've built
 No it won't. Map cache's isn't the same file with your map. The game creates cache's after you play your map. It's like a save of your map. But when you change the map (like adding walls or stuff), you won't see any differents with your new saved map. Maybe just a few doors(if you add them) without a wall.
 I see what you mean. it's like I play the map then add a new room and continue my map, I wont see the new room unless I start the map again.
 alright so where do I find the map caches?
 the .map cache's are always beside your .map file where ever it was. (If you are confused, where ever you're .map file is, there should be a .map cache there.)
			 
 "Veni, vidi, vici.""I came, I saw, I conquered."
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	| 03-10-2013, 04:20 PM |  |  |