| RE: Crashing 
 
				From which map? This is from the map in the video:
 
 
 void BigDoorFunc(string &in Entity)
 {
 PlaySoundAtEntity("locked_door", "locked_door.snt", "BigDoor", 0, true);
 SetMessage("Messages", "MainHallDoor", 1);
 }
 
 void UnlockDoor(string &in asItem, string &in asEntity)
 {
 SetEntityActive("BigDoor", false);
 PlaySoundAtEntity("", "unlock_door.snt", "BigDoor", 0, false);
 AddTimer("monsterhit", 0, "MonsterHitT");
 }
 
 void MonsterHitT(string &in Timer)
 {
 StartPlayerLookAt("LookAt", 1, 1, "");
 AddTimer("monsterhit2", 1, "MonsterHit2T");
 }
 void MonsterHit2T(string &in Timer)
 {
 //PlaySoundAtEntity("enabled", "enabled.snt", "Player", 0, true);
 AddTimer("startterrormusic", 0, "StartTerrorT");
 //PlaySoundAtEntity("amb_idle02", "amb_idle02.ogg", "Player", 0, true);
 }
 void StartTerrorT(string &in Timer)
 {
 AddTimer("teleport", 3.5f, "TeleportPlayer1");
 SetDeathHint("DeathHint", "End");
 SetPlayerHealth(50);
 StopPlayerLookAt();
 StartPlayerLookAt("servant_brute_1", 10, 7, "");
 SetEntityActive("servant_brute_1", true);
 ShowEnemyPlayerPosition("servant_brute_1");
 //PlaySoundAtEntity("ui_terror_meter", "ui_terror_meter.snt", "Player", 1, true);
 /*AddTimer("sound1", 0.5f, "MonsterEvent");
 AddTimer("sound2", 1.0f, "MonsterEvent");
 AddTimer("sound3", 1.5f, "MonsterEvent");
 AddTimer("sound4", 2.0f, "MonsterEvent");
 AddTimer("sound5", 2.5f, "MonsterEvent");
 AddTimer("sound6", 3.0f, "MonsterEvent");*/
 
 }
 
 void TeleportPlayer1(string &in Timer)
 {
 ChangeMap("06_end_room.map", "PlayerStartArea_1", "", "");
 }
 
 void OnStart()
 {
 //EDITOR
 GiveItemFromFile("lantern", "lantern.ent");
 for(int i=0;i< 10;i++) GiveItemFromFile("potion_sanity_"+i, "potion_sanity.ent");
 //End of EDITOR
 
 
 AddUseItemCallback("", "BigDoorKey", "BigDoor", "UnlockDoor", false);
 }
 
 void OnEnter()
 {
 
 }
 
 void OnLeave()
 {
 
 }
 
 And this is from the map that you are supposed to be teleported to:
 
 
 
 void OnStart()
 {
 StopPlayerLookAt();
 
 GiveSanityDamage(99, false);
 SetPlayerActive(false);
 SetPlayerCrouching(true);
 FadeImageTrailTo(2, 2);
 FadePlayerRollTo(50, 220, 220);
 FadeOut(0);
 FadeIn(3);
 AddTimer("StartMusic", 8, "Intro");
 AddTimer("T1", 11, "Intro");
 AddTimer("T2", 14, "Intro");
 AddTimer("T3", 17, "Intro");
 AddTimer("T4", 20, "Intro");
 AddTimer("T5", 23, "Intro");
 AddTimer("T6", 26, "Intro");
 AddTimer("T7", 29, "Intro");
 AddTimer("RollCredits", 36, "Intro");
 
 }
 
 void Intro(string &in asTimer)
 {
 string x = asTimer;
 if (x == "StartMusic")
 {
 
 PlayMusic("ending_alexander.ogg", true, 10, 2, 1, true);
 }
 else if (x == "T1")
 {
 
 FadeOut(3);
 }
 else if (x == "T2")
 {
 FadeIn(3);
 PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
 StartPlayerLookAt("ScriptArea_1", 2, 2, "");
 }
 else if (x == "T3")
 {
 StopPlayerLookAt();
 StartPlayerLookAt("ScriptArea_2", 2, 2, "");
 }
 else if (x == "T4")
 {
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 StopPlayerLookAt();
 }
 else if (x == "T5")
 {
 SetPlayerCrouching(false);
 SetPlayerActive(true);
 FadePlayerRollTo(0, 33, 33);
 FadeImageTrailTo(0, 1);
 }
 else if (x == "T6")
 {
 SetMessage("Messages", "EndMessage1", 4);
 }
 else if (x == "T7")
 {
 SetMessage("Messages", "EndMessage2", 4);
 }
 else if (x == "RollCredits")
 {
 StopMusic();
 StartCredits("ending_agrippa.ogg", false, "Ending", "MainCredits", 0);
 }
 
 }
 
 void OnEnter()
 {
 
 }
 
 void OnLeave()
 {
 
 }
 
 
 Current projects:
 The Dark Prison 85 % (Stopped working on this one)
 
 Unnamed Project 7 %
 
				
(This post was last modified: 03-09-2012, 06:02 PM by GoranGaming.)
 |