Custom story creation: ERROR
Hey guys, I'm having an error when i try to run my custom story map. It says "Could not load file (my map) and then ERR unexpected end of file or something like that. Anyhow, I would love someone to look it up. I think it might be something with the statues since that's what I last edited before it crashed. I "unactivated" them. Thanks!
// This runs when the map first starts
void OnStart()
{
FadeOut(0);
FadeIn(5.0);
SetLanternDisabled(true);
SetPlayerActive(false);
ShowPlayerCrossHairIcons(false);
SetPlayerCrouching(true);
FadePlayerRollTo(50, 150, 150);
FadeRadialBlurTo(0.1, 0.4);
FadeImageTrailTo(2.0, 0.4);
FadeSepiaColorTo(100.0, 4.0);
AddTimer("", 5.0, "fade1");
PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false);
PlaySoundAtEntity("ring", "insanity_ear_ring.snt", "Player", 12.0, false);
AddEntityCollideCallback("Player", "FallArea", "fall", true, 1); //FALL ON BRIDGE
AddEntityCollideCallback("Player", "statuemove1", "spawn", true, 1); //STATUES MOVING
AddEntityCollideCallback("Player", "statuemove2", "spawn2", true, 1); //STATUES MOVING
AddEntityCollideCallback("Player", "statuemove3", "spawn3", true, 1); //STATUES MOVING
AddEntityCollideCallback("Player", "statuemove4", "spawn4", true, 1); //STATUES MOVING
AddEntityCollideCallback("Player", "flyarea", "flytime", true, 1);
SetEntityActive("armor_19", false);
SetEntityActive("armor_20", false);
SetEntityActive("armor_21", false);
SetEntityActive("armor_22", false);
SetEntityActive("armor_23", false);
SetEntityActive("armor_24", false);
SetEntityActive("armor_13", false);
SetEntityActive("armor_14", false);
SetEntityActive("armor_15", false);
SetEntityActive("armor_16", false);
SetEntityActive("armor_17", false);
SetEntityActive("armor_18", false);
SetEntityActive("armor_7", false);
SetEntityActive("armor_8", false);
SetEntityActive("armor_9", false);
SetEntityActive("armor_10", false);
SetEntityActive("armor_11", false);
SetEntityActive("armor_12", false);
SetEntityActive("armor_25", false);
SetEntityActive("armor_26", false);
SetEntityActive("armor_27", false);
SetEntityActive("armor_28", false);
SetEntityActive("armor_29", false);
SetEntityActive("armor_30", false);
}
//COOL INTRO SHIT
void fade1(string &in asTimer)
{
FadeOut(2.0);
AddTimer("", 2.0, "fade2");
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
StopSound("ring", 5.0);
}
void fade2(string &in asTimer)
{
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
FadeIn(2.0);
AddTimer("", 2.0, "lookhere1");
StartPlayerLookAt("Look_here1", 2, 4, "");
PlaySoundAtEntity("", "insanity_whisper.snt", "Player", 0, false);
}
void lookhere1(string &in asTimer)
{
FadeOut(2.0);
AddTimer("", 2.0, "fade3");
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
}
void fade3(string &in asTimer)
{
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
FadeIn(2.0);
AddTimer("", 2.0, "lookhere2");
}
void lookhere2(string &in asTimer)
{
StartPlayerLookAt("Look_here2", 4, 8, "");
AddTimer("", 2.0, "finishintro");
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
}
void finishintro(string &in asTimer)
{
SetPlayerActive(true);
ShowPlayerCrossHairIcons(true);
SetPlayerCrouching(false);
FadePlayerRollTo(0, 33, 33);
AddTimer("", 3.0, "finishpain");
StopPlayerLookAt();
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
}
void finishpain(string &in asTimer)
{
FadeRadialBlurTo(0.0, 1.0);
FadeSepiaColorTo(0.0, 25.0);
FadeImageTrailTo(0.0, 0.1);
}
void fall(string &in asParent, string &in asChild, int alState)
{
AddPlayerBodyForce(0, 0, 25000, false);
PlaySoundAtEntity("", "pant.snt", "Player", 0, false);
PlaySoundAtEntity("", "player_falldamage_min.snt", "Player", 0, false);
SetPlayerCrouching(true);
SetPlayerMoveSpeedMul(1.0);
SetPlayerRunSpeedMul(1.0);
SetPlayerLookSpeedMul(1.0);
}
void spawn(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "player_breath.snt", "statuemove1", 0, false);
PlaySoundAtEntity("", "00_laugh.snt", "statuemove1", 0, false);
SetEntityActive("armor_big_1", true);
SetEntityActive("armor_7", true);
SetEntityActive("armor_8", true);
SetEntityActive("armor_9", true);
SetEntityActive("armor_10", true);
SetEntityActive("armor_11", true);
SetEntityActive("armor_12", true);
StartPlayerLookAt("look", 2, 4, "StopPlayerLookAt");
}
void spawn2(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "player_breath.snt", "statuemove2", 0, false);
PlaySoundAtEntity("", "00_laugh.snt", "statuemove2", 0, false);
SetEntityActive("armor_big_2", true);
SetEntityActive("armor_13", true);
SetEntityActive("armor_14", true);
SetEntityActive("armor_15", true);
SetEntityActive("armor_16", true);
SetEntityActive("armor_17", true);
SetEntityActive("armor_18", true);
StartPlayerLookAt("look2", 2, 4, "StopPlayerLookAt");
}
void spawn3(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "player_breath.snt", "statuemove3", 0, false);
PlaySoundAtEntity("", "00_laugh.snt", "statuemove3", 0, false);
SetEntityActive("armor_big_3", true);
SetEntityActive("armor_19", true);
SetEntityActive("armor_20", true);
SetEntityActive("armor_21", true);
SetEntityActive("armor_22", true);
SetEntityActive("armor_23", true);
SetEntityActive("armor_24", true);
StartPlayerLookAt("look3", 2, 4, "StopPlayerLookAt");
}
void spawn4(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "player_breath.snt", ""statuemove4", 0, false);
PlaySoundAtEntity("", "00_laugh.snt", "statuemove4", 0, false);
SetEntityActive("armor_big_4", true);
s
StartPlayerLookAt("look4", 2, 4, "StopPlayerLookAt");
}
//===========================================
// This runs when the player enters the map
void OnEnter()
{
StopMusic(3,0);
PlayMusic("requiem_for_a_dream.ogg", true, 1.0, 0, 0, true);
AddTimer("", 112.0, "flytime");
SetPlayerMoveSpeedMul(0.5);
SetPlayerRunSpeedMul(0.5);
SetPlayerLookSpeedMul(0.5);
}
void flytime(string &in asTimer)
{
AddPlayerBodyForce(0, 200000, 0, false);
PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false);
}
//===========================================
// This runs when the player leaves the map
void OnLeave()
{
}
(This post was last modified: 04-26-2012, 08:26 PM by Wapez.)
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