jessehmusic
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cant get level door to work :(
hey iv been working on a cs "Amnesia : The Castle" and i have made 2 maps but cant get level door to work i have made so you need a key but it says cannot use item bla bla bla... what to do here is the script for the key and door void OnStart() { SetEntityPlayerInteractCallback("Note_Test04", "function", true); AddUseItemCallback("", "Rusty Key", "door_1", "KeyOnDoor", true); AddUseItemCallback("", "Mail hall key", "leveldoor_1", "KeyOnDoor2", true); }
void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("door_1", false, true); RemoveItem("Rusty Key"); PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, true); }
void OnEnter()
{ AddEntityCollideCallback("Player", "doorslam_1_area", "func_slam", true, 1); AddEntityCollideCallback("servant_grunt_1", "servant_grunt_1_remove", "RemoveMonster", true, 1); } void OnLeave() { } void function(string&in item) { SetEntityActive("servant_grunt_1", true); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 4, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 2, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_16", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_17", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_18", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_19", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_20", 4, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_21", 2, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_22", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_23", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_24", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_25", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_26", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_27", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_28", 0, ""); } void RemoveMonster(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_grunt_1", false); }
void KeyOnDoor2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("leveldoor_1", false, true); RemoveItem("Main hall key"); PlaySoundAtEntity("", "unlock_door.snt", "leveldoor_1", 0.0f, true); }
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12-29-2011, 01:36 AM |
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Mine Turtle
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RE: cant get level door to work :(
if you click on the level door you can choose a map for you to spawn in. click on the level door, then on the entities tab, then you look for ''mapfile'', and find the map you want to spawn in next. there is no need for a scripting for entering a new level, only for this key youre scripting for it. make sure the door's locked aswell (duuh xD)
nevermind that, that wasnt an answer to what you were asking (facepalm)
(This post was last modified: 12-29-2011, 02:04 AM by Mine Turtle.)
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12-29-2011, 02:02 AM |
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Quotentote
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RE: cant get level door to work :(
(12-29-2011, 01:36 AM)jessehmusic Wrote: hey iv been working on a cs "Amnesia : The Castle" and i have made 2 maps but cant get level door to work i have made so you need a key but it says cannot use item bla bla bla... what to do here is the script for the key and door void OnStart() { SetEntityPlayerInteractCallback("Note_Test04", "function", true); AddUseItemCallback("", "Rusty Key", "door_1", "KeyOnDoor", true); AddUseItemCallback("", "Mail hall key", "leveldoor_1", "KeyOnDoor2", true); } void KeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("door_1", false, true); RemoveItem("Rusty Key"); PlaySoundAtEntity("", "unlock_door.snt", "door_1", 0.0f, true); } void OnEnter() { AddEntityCollideCallback("Player", "doorslam_1_area", "func_slam", true, 1); AddEntityCollideCallback("servant_grunt_1", "servant_grunt_1_remove", "RemoveMonster", true, 1); } void OnLeave() { } void function(string&in item) { SetEntityActive("servant_grunt_1", true); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 4, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 2, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_16", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_17", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_18", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_19", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_20", 4, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_21", 2, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_22", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_23", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_24", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_25", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_26", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_27", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_28", 0, ""); } void RemoveMonster(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_grunt_1", false); } void KeyOnDoor2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("leveldoor_1", false, true); RemoveItem("Main hall key"); PlaySoundAtEntity("", "unlock_door.snt", "leveldoor_1", 0.0f, true); }
it is also not a swing door.
i used this on my lvl door:
void OnStart() { AddUseItemCallback("", "key_prison", "prisondoor", "unlock_door1", true); } ///PRISONDOOR void unlock_door1(string &in asItem, string &in asEntity) { SetLevelDoorLocked("prisondoor", false); PlaySoundAtEntity("", "unlock_door", "prisondoor", 0, false); RemoveItem("key_prison"); }
this should help
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12-29-2011, 02:20 AM |
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jessehmusic
Senior Member
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RE: cant get level door to work :(
Gonna test it now
it did not work :S
void KeyOnDoor2(string &in asItem, string &in asEntity)
{
SetLevelDoorLocked("leveldoor_1", false);
PlaySoundAtEntity("", "unlock_door", "leveldoor_1", 0, false);
RemoveItem("Main hall key");
}
cant get it to work it worked on my other lvl door but not now
(This post was last modified: 12-29-2011, 03:22 AM by jessehmusic.)
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12-29-2011, 03:12 AM |
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Statyk
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RE: cant get level door to work :(
you named the key "Mail Hall Key" in the OnStart, NOT "Main Hall Key".... Just fix it in the OnStart
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12-29-2011, 03:39 AM |
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jessehmusic
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RE: cant get level door to work :(
ty <3!
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12-29-2011, 03:46 AM |
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Statyk
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RE: cant get level door to work :(
(12-29-2011, 03:46 AM)jessehmusic Wrote: ty <3!
No probs =]
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12-29-2011, 06:57 AM |
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