(11-06-2011, 04:01 AM)GreyFox Wrote:  I don't know the above error, but could you post your script. 
-Grey Fox
Sure! 
This is the 1st map script:
////////////////////////////
// Run first time starting map
void OnStart()
{
	wakeUp();
	PlayMusic("03_amb_rime.snt", true, 5, 2, 0, true);
	SetEntityPlayerInteractCallback("castle_gate_arched01_1", "Bye_tel", true);
}
void Bye_tel(string &in asEntity)
{
	ChangeMap("IntroInside.map", "Telplayerstart", "move_gate.snt", "close_gate.snt");
	StopMusic(5, 0);
}
void wakeUp ()
{
 FadeOut(0);
 FadeIn(20);
 FadeImageTrailTo(2, 2);
 FadeSepiaColorTo(100, 4);
 SetPlayerActive(false); 
 FadePlayerRollTo(50, 150, 150);
 FadeRadialBlurTo(0.15, 2);
 SetPlayerCrouching(true);
 AddTimer("trig1", 11.0f, "beginStory");
	PlaySoundAtEntity("", "react_pant2.snt", "Player", 0, false);
}
void beginStory(string &in asTimer)
{
 ChangePlayerStateToNormal();
 SetPlayerActive(true);
 FadePlayerRollTo(0, 33, 33);
 FadeRadialBlurTo(0.0, 1);
 FadeSepiaColorTo(0, 4);
 SetPlayerCrouching(false);
 FadeImageTrailTo(0,1);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
 
}
 
////////////////////////////
// Run when leaving map
void OnLeave()
{
 
}
And this is the indoor map .hps script(IntroInside.hps):
////////////////////////////
// Run first time starting map
void OnStart()
{
	SetEntityConnectionStateChangeCallback("lever1", "func_shelf");
	SetEntityPlayerInteractCallback("door_double_rusty_broken_1", "tel1", true);
}
void tel1(string &in asEntity)
{
	ChangeMap(".map", "Telplayerstart", "move_gate.snt", "close_gate.snt");
	StopMusic(5, 0);
}
void func_shelf(string &in asEntity, int alState)
{
 if (alState == 1)
 {
 SetMoveObjectState("shelf",1.0f);
 PlaySoundAtEntity("", "quest_completed.snt", "shelf_move_1", 0, false);
 return;
 }
	
}
void LockedModernDoor1(string &in asEntity)
{
	SetMessage("Misc", "ModernDoor1", 5.0f);
	AddQuest("ModernDoor_Quest", "Quest_ModernDoor_Text");
}
////////////////////////////
// Run when entering map
void OnEnter()
{
 
}
 
////////////////////////////
// Run when leaving map
void OnLeave()
{
 
}