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Level Editor Glitch? Help!!
Froggit Offline
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Joined: Feb 2012
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#1
Level Editor Glitch? Help!!

I have made some maps for my amnesia custom story and in level editor I have a wall and a carpet (I have more than that but I have problems with these) but when I play my map everything is perfect except for the wall and carpet, they are not there. It shows up in Level Editor but not when i test my map :/ .Im not sure if this is a glitch or what but I woud really appreciate help.
Appreciate any helpSmile
02-26-2012, 06:22 AM
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Tripication Offline
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#2
RE: Level Editor Glitch? Help!!

um, try raise the carpet up a tiny bit, as for the wall im not sure. But you may have changed the save directory so you could be loading an old version of the map without realizing

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02-26-2012, 02:01 PM
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Traggey Offline
is mildly amused

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#3
RE: Level Editor Glitch? Help!!

Select both objects and make sure the ACTIVE box is ticked, if not they won't show up.
(This post was last modified: 02-26-2012, 02:11 PM by Traggey.)
02-26-2012, 02:05 PM
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Datguy5 Offline
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#4
RE: Level Editor Glitch? Help!!

Delete your map_cache file.That usually helps.But i recommend to make backup of your story : P

(This post was last modified: 02-26-2012, 02:08 PM by Datguy5.)
02-26-2012, 02:07 PM
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Froggit Offline
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#5
RE: Level Editor Glitch? Help!!

(02-26-2012, 02:07 PM)Datguy5 Wrote: Delete your map_cache file.That usually helps.But i recommend to make backup of your story : P
Whats a map_cach file? o_O Cuz I dont see one in my custom story file :/

02-27-2012, 02:59 AM
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Your Computer Offline
SCAN ME!

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#6
RE: Level Editor Glitch? Help!!

(02-27-2012, 02:59 AM)Froggit Wrote: Whats a map_cach file? o_O Cuz I dont see one in my custom story file :/

It's self-explanatory. They're located where your maps are.

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02-27-2012, 03:47 AM
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Froggit Offline
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#7
RE: Level Editor Glitch? Help!!

(02-27-2012, 03:47 AM)Your Computer Wrote:
(02-27-2012, 02:59 AM)Froggit Wrote: Whats a map_cach file? o_O Cuz I dont see one in my custom story file :/

It's self-explanatory. They're located where your maps are.
The only files that I have are the extra_english.lang, custom_story_settings.cfg, some .map(s) and .hps('s) in my custom story file Undecided . I have tried deleting the carpet and making it again but then right when I start the map I fall through the map and die and it keeps happing after I respawn. Maby there is a update for level editor? Idk. But thanks for the help.
02-27-2012, 05:48 AM
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Obliviator27 Offline
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#8
RE: Level Editor Glitch? Help!!

From what I can see, you have your settings wrong. You need a maps folder inside your custom story folder. IT should look like this

Amnesia the dark descent
v
custom_stories
v
custom_story_settings.cfg
extra_english.lang
maps(folder)
v
your .map files
your .hps files.
any map_cache files will be here too



02-27-2012, 07:08 PM
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Froggit Offline
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Joined: Feb 2012
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#9
RE: Level Editor Glitch? Help!!

(02-27-2012, 07:08 PM)Obliviator27 Wrote: From what I can see, you have your settings wrong. You need a maps folder inside your custom story folder. IT should look like this

Amnesia the dark descent
v
custom_stories
v
custom_story_settings.cfg
extra_english.lang
maps(folder)
v
your .map files
your .hps files.
any map_cache files will be here too
Apologies, Im really new to ALL of this stuff. I dont have any map_cache file in my custom story folder>map folder(It's in the right spot) that are visible. Should I make one? If so where do I get the cache file?

(This post was last modified: 02-27-2012, 11:56 PM by Froggit.)
02-27-2012, 11:53 PM
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Froggit Offline
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#10
RE: Level Editor Glitch? Help!!

Here is my script if it helps at all. Im trying to get this custom story finished for PewDiePie.
////////////////////////////
// Run when entering map
void OnEnter()
{
}
void OnStart()
{
AddUseItemCallback("", "key4", "door1", "UsedKeyOnDoor1", true);
AddUseItemCallback("", "key2", "door3", "UsedKeyOnDoor2", true);
AddUseItemCallback("", "key3", "door2", "UsedKeyOnDoor3", true);
SetEntityPlayerInteractCallback("cabinet_nice_6", "cabscare", true);
SetEntityCallbackFunc("paper1", "OnPickup");
SetEntityCallbackFunc("paper2", "OnPickup2");
SetEntityCallbackFunc("laudanum", "OnPickup3");
SetEntityCallbackFunc("cabinet_nice_6", "OnPickup4");
AddEntityCollideCallback("Player", "ScriptArea_3", "grunt1", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_4", "monster1", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_5", "monster2", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_1", "doorscare", true, 1);
}
void monster1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("enemy1", true);
AddEnemyPatrolNode("enemy1", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("enemy1", "PathNodeArea_15", 0, "");
}
void doorscare(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorLocked("mansion_3", true, true);
}
void monster2(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("enemy3", true);
ShowEnemyPlayerPosition("enemy3");
}
void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("paper1", true);
}
void OnPickup2(string &in asEntity, string &in type)
{
SetEntityActive("paper2", true);
}
void OnPickup3(string &in asEntity, string &in type)
{
SetEntityActive("laudanum", true);
}
void OnPickup4(string &in asEntity, string &in type)
{
SetEntityActive("enemy2", true);
PlaySoundAtEntity("", "Sound_2", "enemy2", 0, false);
}
void grunt1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt1", true);
}
void UsedKeyOnDoor1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door1", false, true);
PlaySoundAtEntity("", "unlock_door", "door1", 0, false);
RemoveItem("key4");
}
void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door3", false, true);
PlaySoundAtEntity("", "unlock_door", "door3", 0, false);
RemoveItem("key2");
}
void UsedKeyOnDoor3(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door2", false, true);
PlaySoundAtEntity("", "unlock_door", "door2", 0, false);
RemoveItem("key3");
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
02-28-2012, 02:48 AM
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