Roenlond
Senior Member
Posts: 331
Threads: 3
Joined: Apr 2011
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RE: Cant load to next map!!.
The only thing wrong that I found is that you didn't have {}'s for the if statement at the bottom.
Spoiler below!
void OnStart()
{
AddEntityCollideCallback("Player", "GruntTrigger", "CollideGruntTrigger", true, 0);
}
//===========================================
// This runs when the player enters the map
void OnEnter()
{
SetEntityPlayerInteractCallback("Reddoor", "InteractReddoor", true);
AddUseItemCallback("","StorageKey_1", "StorageDoor", "UsedStorageKey_1", true);
AddUseItemCallback("","UpperDoorKey_1", "UpperDoor", "UsedUpperDoorKey_1", true);
AddUseItemCallback("","ChestCrowbar_1", "DoorChest", "UsedChestCrowbar_1", true);
AddUseItemCallback("","EasterEggKey_1", "EasterEggDoor", "UsedEasterEggKey_1", true);
AddUseItemCallback("","ReddoorKey_1", "Reddoor", "UsedReddoorKey_1", true);
}
void CollideGruntTrigger(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servantgrunt", true);
GiveSanityDamage(20, true);
}
void UsedStorageKey_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("StorageDoor", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "StorageDoor", 0.0f, true);
RemoveItem("StorageKey_1");
}
void UsedUpperDoorKey_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("UpperDoor", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "UpperDoor", 0.0f, true);
RemoveItem("UpperDoorKey_1");
}
void UsedChestCrowbar_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("DoorChest", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "DoorChest", 0.0f, true);
RemoveItem("ChestCrowbar_1");
}
void UsedEasterEggKey_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("EasterEggDoor", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "EasterEggDoor", 0.0f, true);
RemoveItem("EasterEggKey_1");
}
void UsedReddoorKey_1(string &in asItem, string &in asEntity)
{
SetLevelDoorLocked("Reddoor", false);
RemoveItem("ReddoorKey_1");
}
void InteractReddoor(string &in asEntity)
{
if(SetLevelDoorLocked("Reddoor")== true)
{
SetMessage("mapone", "ReddoorMessage", 5.0f);
}
}
//===========================================
// This runs when the player leaves the map
void OnLeave()
{
}
If you're still getting an error, please post the complete error report (there is usually (always?) some numbers in parentheses showing what row and column that is causing the error (15, 6 for example)).
(This post was last modified: 05-09-2011, 07:22 PM by Roenlond .)