TheDavenia 
 
 
		
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sigh... a fatal error.. again! 
			 
			
				I need help on this fatal error please! 
This is what my maps .hps file says:
 void OnStart() 
{ 
AddUseItemCallback("", "key_laboratory_1", "level_dungeon_2", "unlock_level_dungeon_2", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_10", "unlock_cabinet_metal_10", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_9", "unlock_cabinet_metal_9", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_8", "unlock_cabinet_metal_8", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_7", "unlock_cabinet_metal_7", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_6", "unlock_cabinet_metal_6", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_5", "unlock_cabinet_metal_5", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_4", "unlock_cabinet_metal_4", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_3", "unlock_cabinet_metal_3", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_2", "unlock_cabinet_metal_2", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_1", "unlock_cabinet_metal_1", true); 
} 
 
void unlock_level_dungeon_2(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("level_dungeon_2", false); 
    PlaySoundAtEntity("", "unlock_door", "level_dungeon_2", 0, false); 
    RemoveItem("key_laboratory_1"); 
} 
 
void unlock_cabinet_metal_10(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_10", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_10", 0, false); 
} 
 
void unlock_cabinet_metal_9(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_9", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_9", 0, false); 
} 
 
void unlock_cabinet_metal_8(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_8", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_7", 0, false); 
 
void unlock_cabinet_metal_7(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_7", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_7", 0, false); 
} 
 
void unlock_cabinet_metal_6(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_6", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_6", 0, false); 
} 
 
void unlock_cabinet_metal_5(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_5", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_5", 0, false); 
} 
 
void unlock_cabinet_metal_4(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_4", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_4", 0, false); 
} 
 
void unlock_cabinet_metal_3(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_3", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_3", 0, false); 
} 
 
void unlock_cabinet_metal_2(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_2", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_2", 0, false); 
} 
 
void unlock_cabinet_metal_1(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_1", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_1", 0, false); 
}
 
And this is what the error says:
 FATAL ERROR: Could not load script file 
'custom_stories/(secret)/maps/c:/Program Files (x86)/Steam/SteamApps/common/amnesia the dark descent/custom_stories/(secret)/maps/dungeon.hps'! 
 ExecuteString (1, 1) : ERR : No matching signatures to 'OnEnter()' 
 ExecuteString (1, 1) : ERR : No matching signatures to 'OnLeave()' 
main (80, 2) : ERR : Unexpected end of file
 
Please help! 
Thanks, 
TheDavenia
			  
			
			
 
Current Project: Nightmare's End(Project Director, Scripter, boss >:D) 
 
			
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	| 07-18-2011, 02:07 PM  | 
	
		
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		Kyle 
 
 
		
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RE: sigh... a fatal error.. again! 
			 
			
				Try this: 
void OnStart() 
{ 
AddUseItemCallback("", "key_laboratory_1", "level_dungeon_2", "unlock_level_dungeon_2", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_10", "unlock_cabinet_metal_10", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_9", "unlock_cabinet_metal_9", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_8", "unlock_cabinet_metal_8", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_7", "unlock_cabinet_metal_7", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_6", "unlock_cabinet_metal_6", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_5", "unlock_cabinet_metal_5", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_4", "unlock_cabinet_metal_4", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_3", "unlock_cabinet_metal_3", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_2", "unlock_cabinet_metal_2", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_1", "unlock_cabinet_metal_1", true); 
} 
 
void unlock_level_dungeon_2(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("level_dungeon_2", false); 
    PlaySoundAtEntity("", "unlock_door", "level_dungeon_2", 0, false); 
    RemoveItem("key_laboratory_1"); 
} 
 
void unlock_cabinet_metal_10(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_10", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_10", 0, false); 
} 
 
void unlock_cabinet_metal_9(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_9", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_9", 0, false); 
} 
 
void unlock_cabinet_metal_8(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_8", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_7", 0, false); 
} 
void unlock_cabinet_metal_7(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_7", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_7", 0, false); 
} 
 
void unlock_cabinet_metal_6(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_6", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_6", 0, false); 
} 
 
void unlock_cabinet_metal_5(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_5", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_5", 0, false); 
} 
 
void unlock_cabinet_metal_4(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_4", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_4", 0, false); 
} 
 
void unlock_cabinet_metal_3(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_3", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_3", 0, false); 
} 
 
void unlock_cabinet_metal_2(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_2", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_2", 0, false); 
} 
 
void unlock_cabinet_metal_1(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_1", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_1", 0, false); 
}
 
You forgot to end a function ( } ).
			  
			
			
 
			
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	| 07-18-2011, 02:12 PM  | 
	
		
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		TheDavenia 
 
 
		
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RE: sigh... a fatal error.. again! 
			 
			
				 (07-18-2011, 02:12 PM)Kyle Wrote:  Try this: 
 
void OnStart() 
{ 
AddUseItemCallback("", "key_laboratory_1", "level_dungeon_2", "unlock_level_dungeon_2", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_10", "unlock_cabinet_metal_10", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_9", "unlock_cabinet_metal_9", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_8", "unlock_cabinet_metal_8", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_7", "unlock_cabinet_metal_7", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_6", "unlock_cabinet_metal_6", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_5", "unlock_cabinet_metal_5", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_4", "unlock_cabinet_metal_4", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_3", "unlock_cabinet_metal_3", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_2", "unlock_cabinet_metal_2", true); 
AddUseItemCallback("", "hollow_needle_1", "cabinet_metal_1", "unlock_cabinet_metal_1", true); 
} 
 
void unlock_level_dungeon_2(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("level_dungeon_2", false); 
    PlaySoundAtEntity("", "unlock_door", "level_dungeon_2", 0, false); 
    RemoveItem("key_laboratory_1"); 
} 
 
void unlock_cabinet_metal_10(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_10", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_10", 0, false); 
} 
 
void unlock_cabinet_metal_9(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_9", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_9", 0, false); 
} 
 
void unlock_cabinet_metal_8(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_8", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_7", 0, false); 
} 
void unlock_cabinet_metal_7(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_7", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_7", 0, false); 
} 
 
void unlock_cabinet_metal_6(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_6", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_6", 0, false); 
} 
 
void unlock_cabinet_metal_5(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_5", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_5", 0, false); 
} 
 
void unlock_cabinet_metal_4(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_4", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_4", 0, false); 
} 
 
void unlock_cabinet_metal_3(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_3", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_3", 0, false); 
} 
 
void unlock_cabinet_metal_2(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_2", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_2", 0, false); 
} 
 
void unlock_cabinet_metal_1(string &in asItem, string &in asEntity) 
{ 
    SetLevelDoorLocked("cabinet_metal_1", false); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_1", 0, false); 
}
  
You forgot to end a function ( } ). 
Fatal error is gone but the closets don't unlock? 
I can use the needle on them but they wont unlock?
			  
			
			
 
Current Project: Nightmare's End(Project Director, Scripter, boss >:D) 
 
			
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	| 07-18-2011, 02:20 PM  | 
	
		
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		Ouroboros 
 
 
		
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RE: sigh... a fatal error.. again! 
			 
			
				Change SetLevelDoorLocked to SetSwingDoorLocked if you're trying to unlock cabinets. 
Edit: only for the cabinets of course, level doors still need it.
			 
			
			
			
				
(This post was last modified: 07-18-2011, 02:28 PM by Ouroboros.)
 
				
			 
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	| 07-18-2011, 02:23 PM  | 
	
		
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		TheDavenia 
 
 
		
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RE: sigh... a fatal error.. again! 
			 
			
				 (07-18-2011, 02:23 PM)Ouroboros Wrote:  Change SetLevelDoorLocked to SetSwingDoorLocked if you're trying to unlock cabinets. 
Edit: only for the cabinets of course, level doors still need it. 
now i get this:
  
			 
			
			
 
Current Project: Nightmare's End(Project Director, Scripter, boss >:D) 
 
			
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	| 07-18-2011, 02:31 PM  | 
	
		
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		Roenlond 
 
 
		
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RE: sigh... a fatal error.. again! 
			 
			
				You need three columns for setswingdoorlocked, not just two. Add a true/false to each of them if you wish to use effects when it happens. 
			 
			
			
			
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	| 07-18-2011, 02:40 PM  | 
	
		
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		Ouroboros 
 
 
		
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RE: sigh... a fatal error.. again! 
			 
			
				Do you have anything in OnEnter() and/or OnLeave()? If you do, something might be missing and causing errors all the way down. 
 
Edit: Roenlond is right, I completely missed that.
			 
			
			
			
				
(This post was last modified: 07-18-2011, 02:43 PM by Ouroboros.)
 
				
			 
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	| 07-18-2011, 02:41 PM  | 
	
		
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		TheDavenia 
 
 
		
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RE: sigh... a fatal error.. again! 
			 
			
				Thanks guys  
 (07-18-2011, 02:40 PM)Roenlond Wrote:  You need three columns for setswingdoorlocked, not just two. Add a true/false to each of them if you wish to use effects when it happens. 
I got one more question what do i got to add as a function that if i unlock the closet the doors fly open and a scream sound or something plays?
			  
			
			
 
Current Project: Nightmare's End(Project Director, Scripter, boss >:D) 
 
			
				
(This post was last modified: 07-18-2011, 03:05 PM by TheDavenia.)
 
				
			 
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	| 07-18-2011, 03:04 PM  | 
	
		
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		Ouroboros 
 
 
		
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RE: sigh... a fatal error.. again! 
			 
			
				 (07-18-2011, 03:04 PM)TheDavenia Wrote:  Thanks guys 
 (07-18-2011, 02:40 PM)Roenlond Wrote:  You need three columns for setswingdoorlocked, not just two. Add a true/false to each of them if you wish to use effects when it happens.  
I got one more question what do i got to add as a function that if i unlock the closet the doors fly open and a scream sound or something plays? 
You have to do something like
 SetSwingDoorAutoCloseDisable(closet name, true); 
SetSwingDoorClosed(closet name, false, true);
 And then you have to find out the body name of the closet type you're using and use
 //for metal closets/cabinets 
AddBodyForce("metal_cabinet_1_rightDoor", 0, 0, 0, "world"); 
AddBodyForce("metal_cabinet_1_leftDoor", 0, 0, 0, "world");
  
This link will take you to a wiki page I made actually just a little bit ago about it. The three 0s are the directions to add the force, so if it opened toward -Z, it would be 0, 0, -900. 
First zero is X, second is Y, and the third is Z.
			  
			
			
			
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	| 07-18-2011, 03:35 PM  | 
	
		
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		TheDavenia 
 
 
		
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RE: sigh... a fatal error.. again! 
			 
			
				 (07-18-2011, 03:35 PM)Ouroboros Wrote:   (07-18-2011, 03:04 PM)TheDavenia Wrote:  Thanks guys 
 (07-18-2011, 02:40 PM)Roenlond Wrote:  You need three columns for setswingdoorlocked, not just two. Add a true/false to each of them if you wish to use effects when it happens.  
I got one more question what do i got to add as a function that if i unlock the closet the doors fly open and a scream sound or something plays?  
You have to do something like 
SetSwingDoorAutoCloseDisable(closet name, true); 
SetSwingDoorClosed(closet name, false, true);
  And then you have to find out the body name of the closet type you're using and use 
//for metal closets/cabinets 
AddBodyForce("metal_cabinet_1_rightDoor", 0, 0, 0, "world"); 
AddBodyForce("metal_cabinet_1_leftDoor", 0, 0, 0, "world");
  
This link will take you to a wiki page I made actually just a little bit ago about it. The three 0s are the directions to add the force, so if it opened toward -Z, it would be 0, 0, -900. 
First zero is X, second is Y, and the third is Z. 
A little bit to complicated for me i'm just a starter could you add it for me please? 
Here's the code or the cabinet:
 void unlock_cabinet_metal_9(string &in asItem, string &in asEntity) 
{ 
    SetSwingDoorLocked("cabinet_metal_9", false, true); 
    PlaySoundAtEntity("", "unlock_door", "cabinet_metal_9", 0, false); 
}
  
			 
			
			
 
Current Project: Nightmare's End(Project Director, Scripter, boss >:D) 
 
			
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	| 07-18-2011, 03:42 PM  | 
	
		
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