waqas12346   
 
 
		
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RE: Scroobs Castle - Discontinued by me 
  
			 
			
				OKOK I'm going to post a screenshot today 
 
			 
			
			
			
		  
	
 
 
	12-15-2010, 11:00 AM   
	
		
	 
 
	
		 
		Gamemakingdude   
 
 
		
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RE: Scroobs Castle - Discontinued by me 
  
			 
			
				No screenshot?
			
			
			
 
			
		  
	
 
 
	12-15-2010, 10:30 PM   
	
		
	 
 
	
		 
		waqas12346   
 
 
		
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RE: Scroobs Castle - Discontinued by me 
  
			 
			
				Can't play your custom story anymore I Think there is an error in downloading hey check your all levels and upload them on mediafire again 
 
			 
			
			
			
		  
	
 
 
	12-16-2010, 07:55 AM   
	
		
	 
 
	
		 
		Gamemakingdude   
 
 
		
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RE: Scroobs Castle - Discontinued by me 
  
			 
			
				YOu know what this is annoying me now. I can't be bothered doing it.
			
			
			
 
			
		  
	
 
 
	12-17-2010, 02:43 AM   
	
		
	 
 
	
		 
		waqas12346   
 
 
		
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RE: Scroobs Castle - Discontinued by me 
  
			 
			
				I'M SO SORRY to disturb you 
 but i'm not lying, really in map 2 player got stuck at start 
 
			 
			
			
			
		  
	
 
 
	12-17-2010, 09:15 AM   
	
		
	 
 
	
		 
		Robby   
 
 
		
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RE: Scroobs Castle - Discontinued by me 
  
			 
			
				True. I experienced that too. The player gets stuck at start of map 2, it just makes the player look forward, it is blurry, and if I want the player to look down or up, something sets it to look forward, as if the game forces the player to look at something, only it never stops looking at it. Believe me, If I would be lying, you would be able to read through this post, and hear me laugh.
 
 (12-12-2010, 11:59 PM) Gamemakingdude Wrote:   (12-12-2010, 12:34 PM) waqas12346 Wrote:   after picking an explosive paper the map2 is started right. ok WHEN THE MAP2 START i'm stuck could'nt open an inventory or anything it just seeing forward it's an ERROR i hope you can fix it,The error start when you are in starting of map 2 were there is a machine key and 1 box, THANK YOU  
 
EDIT: I can't record it until the ERROR will removed  , please remove that ERROR so i can record it and then upload it  
Please tell me what's the error then i can fix it. Cos on my side it works fine i believe. 
Also try this see if this fixes the error. 
http://www.mediafire.com/?odao169bpj2a9ea 
Silly me. That download eventually fixed the error. I guess i'm blind different ways.
			
 
			
			
 
Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active.
			
				
(This post was last modified: 12-18-2010, 09:45 AM by Robby .) 
 
				
			 
		  
	
 
 
	12-18-2010, 09:29 AM   
	
		
	 
 
	
		 
		Dark Knight   
 
 
		
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RE: Scroobs Castle - Discontinued by me 
  
			 
			
				 (12-14-2010, 11:45 PM) Gamemakingdude Wrote:   What's the problem with the second map? 
ok man, look at this:
 
 
at that moment plaey can"t walk, can"T use inventory (Tab not available 
), and can"t open that god damn gate.
need some patch or fix for your man, although its great anyway!
			
 
			
			
			
		  
	
 
 
	12-19-2010, 10:12 PM   
	
		
	 
 
	
		 
		DIGI Byte   
 
 
		
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RE: Scroobs Castle - Discontinued by me 
  
			 
			
				isn't it his map? 
and cant he test it out himself? 
 
you'd think that someone who makes the maps would test them instead of shouting at the community to tell him whats wrong?
			
			
			
			
		  
	
 
 
	12-20-2010, 12:31 AM   
	
		
	 
 
	
		 
		waqas12346   
 
 
		
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RE: Scroobs Castle - Discontinued by me 
  
			 
			
				I think that there is something missing or wrong or error or something else IN MAP 2 
. Read or see it carefully
 
 
I told you that it got stuck at start of the map 
 and it's just looking forward just like Dark Knight said, SO LOOK AT IT CAREFULLY.
Spoiler below!   
 void OnStart() 
{ 
	SetLocalVarInt("UnlockedDoor", 1); 
	AddEntityCollideCallback("Player", "KeyFall", "KeyFalling",true,1); 
	AddEntityCollideCallback("Player", "CloseHatch", "CollideSwing", true, 1); 
	AddEntityCollideCallback("Player", "cellar_wood01_1","WaterLurker", false, 1); 
	AddEntityCollideCallback("Player", "ScriptArea_1", "Infected", true, 1); 
	AddEntityCollideCallback("Player", "ScriptArea_2", "StatueScare", true,1); 
	AddEntityCollideCallback("Player", "Scare1", "InsaneStarePortrait",true,1); 
	AddEntityCollideCallback("corpse_male_arm_1", "HandUnlock", "UnlockDoor", true, 1); 
	AddEntityCollideCallback("Player","Script_05","Inked",true,1); 
	AddEntityCollideCallback("Player","ScriptArea_3", "DoorOpenScare",false,1); 
	AddUseItemCallback("", "key_study_1", "hatch_metal01_1", "UsedKeyOnDoor", true); 
	AddUseItemCallback("", "LevelKey", "level_hub_1", "UsedKeyOnDoor",true); 
	AddUseItemCallback("", "DoorKey2", "level_hub_1", "UsedKeyOnDoor",true); 
	SetEntityActive("deformed_man_2",false); 
	GiveItemFromFile("lantern", "lantern.ent"); 
	for(int i=19; i<81; i++) 
		{ 
			AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_"+i, 0.1f, ""); 
			AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_"+i, 0.0f, ""); 
		} 
} 
 
void DoorOpenScare(string &in asParent, string &in asChild, int alState) 
{ 
	SetEntityActive("prison_silent_1",false); 
} 
 
 
 
void UnlockDoor(string &in asParent, string &in asChild, int alState) 
{ 
	SetSwingDoorLocked("mansion_3",false,true); 
	AddPropImpulse("mansion_3",0,400,0,""); 
} 
 
void InsaneStarePortrait(string &in asParent, string &in asChild, int alState) 
{ 
	SetEntityActive("insane_portrait", true); 
	CreateParticleSystemAtEntity("PSDustPainting", "ps_ghost_release.ps", "insane_portrait", false); 
	StartPlayerLookAt("insane_portrait", 10, 100, ""); 
	PlaySoundAtEntity("snd_scare", "react_scare.snt", "Player", 0.0, false); 
        GiveSanityDamage(10, true); 
 
	FadeImageTrailTo(3, 1); 
	FadeSepiaColorTo(5, 1); 
	FadePlayerFOVMulTo(0.7, 0.05); 
 
	AddTimer("insane_portraitON", 0.5f, "TimerInsPortrait"); 
} 
 
void TimerResetPlayer(string &in asTimer) 
{ 
	ChangePlayerStateToNormal(); 
	StopPlayerLookAt(); 
 
	FadeImageTrailTo(0, 1); 
	FadeSepiaColorTo(0, 1); 
	//FadeRadialBlurTo(0, 1); 
	FadePlayerFOVMulTo(1, 0.01f); 
 
	SetPlayerMoveSpeedMul(1); 
	SetPlayerRunSpeedMul(1); 
	SetPlayerLookSpeedMul(1);	 
} 
 
void TimerInsPortrait(string &in asTimer) 
{	 
 
	if (asTimer == "insane_portraitOFF") 
	{			 
		SetEntityActive("insane_portrait", false); 
		DestroyParticleSystem("PSDustPainting"); 
		FadeIn(1); 
		StopPlayerLookAt(); 
		AddTimer("timerReset", 1.0f, "TimerResetPlayer"); 
	} 
	else 
	{ 
		FadeOut(1); 
		AddTimer("insane_portraitOFF", 1.5f, "TimerInsPortrait"); 
	} 
} 
 
void StatueScare(string &in asParent, string &in asChild, int alState) 
{ 
	SetEntityActive("deformed_man_2",true); 
	StartPlayerLookAt("LookAt_1",5,5,""); 
	GiveSanityDamage(20,true); 
	AddTimer("",1.0f,"StopLook"); 
} 
 
 
 
void Infected(string &in asParent, string &in asChild, int alState) 
{ 
	SetEntityActive("servant_brute_1",true); 
	SetEntityActive("FogArea_1",true); 
	StartPlayerLookAt("servant_brute_1",5,5,""); 
	SetMessage("Messages","msg05",5.0f); 
	AddTimer("",1.0f,"StopLook"); 
	SetSwingDoorClosed("mansion_3",true,true); 
	SetSwingDoorLocked("mansion_3",true,true); 
} 
 
void StopLook(string &in asTimer) 
{ 
	StopPlayerLookAt(); 
	SetEntityActive("deformed_man_2",false); 
} 
 
void WaterLurker(string &in asParent, string &in asChild, int alState) 
{ 
			SetEntityActive("waterlurker_1",true); 
} 
 
void KeyFalling(string &in asParent, string &in asChild, int alState) 
{ 
	SetEntityActive("key_study_1",true); 
} 
 
void UsedKeyOnDoor(string &in asItem, string &in asEntity) 
{ 
	if(asEntity == "level_hub_1") { 
		if(GetLocalVarInt("UnlockedDoor") == 0) { 
			StartCredits("",false,"Credits","Credits",5); 
			} 
		else { 
			AddLocalVarInt("UnlockedDoor",-1); 
			RemoveItem(asItem); 
			return; 
			} 
		} 
	SetSwingDoorLocked(asEntity,false,true); 
	PlaySoundAtEntity("","unlock_door", asEntity, 0, false); 
	RemoveItem(asItem); 
 
} 
 
void CollideSwing(string &in asParent, string &in asChild, int alState) 
{ 
		SetSwingDoorClosed("hatch_metal01_1", true, true); 
		SetSwingDoorLocked("hatch_metal01_1", true, true); 
} 
//////////////////////////// 
// Run when entering map 
void OnEnter() 
{ 
  
} 
  
//////////////////////////// 
// Run when leaving map 
void OnLeave() 
{ 
  
} 
 
 
 
			 
			
			
			
				
(This post was last modified: 12-21-2010, 03:52 PM by waqas12346 .) 
 
				
			 
		  
	
 
 
	12-21-2010, 03:45 PM   
	
		
	 
 
	
		 
		Gamemakingdude   
 
 
		
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RE: Scroobs Castle - Discontinued by me 
  
			 
			
				Give me a coupla minutes guys and i'll get this old map fixed up for ya.
			
			
			
 
			
		  
	
 
 
	02-15-2011, 11:59 PM