| 
		
	
		| Coolfromdah00d   Junior Member
 
 Posts: 38
 Threads: 5
 Joined: Mar 2013
 Reputation: 
0
 | 
			| RE: Script Problems 
 
				 (03-10-2013, 04:20 PM)JustAnotherPlayer Wrote:   (03-10-2013, 04:04 PM)Coolfromdah00d Wrote:  the .map cache's are always beside your .map file where ever it was. (If you are confused, where ever you're .map file is, there should be a .map cache there.) (03-10-2013, 02:55 PM)No Author Wrote:   (03-10-2013, 01:48 PM)Coolfromdah00d Wrote:   (03-10-2013, 01:27 PM)JustAnotherPlayer Wrote:  Try deleting .map cache's that you have. but wont it delte my map? my custom story map? everything I've built
 No it won't. Map cache's isn't the same file with your map. The game creates cache's after you play your map. It's like a save of your map. But when you change the map (like adding walls or stuff), you won't see any differents with your new saved map. Maybe just a few doors(if you add them) without a wall.
 I see what you mean. it's like I play the map then add a new room and continue my map, I wont see the new room unless I start the map again.
 
 
  (03-10-2013, 04:04 PM)Coolfromdah00d Wrote:   (03-10-2013, 02:55 PM)No Author Wrote:   (03-10-2013, 01:48 PM)Coolfromdah00d Wrote:  but wont it delte my map? my custom story map? everything I've built No it won't. Map cache's isn't the same file with your map. The game creates cache's after you play your map. It's like a save of your map. But when you change the map (like adding walls or stuff), you won't see any differents with your new saved map. Maybe just a few doors(if you add them) without a wall.
 I see what you mean. it's like I play the map then add a new room and continue my map, I wont see the new room unless I start the map again.
 alright so where do I find the map caches?
 
Stop explaining for me like I dont know how to use the Anesia Custom story Creator. there is no map caches the only thing I find inside my map file is the hps file and my map file
			 |  |  
	| 03-10-2013, 04:25 PM |  |  
	
		| Coolfromdah00d   Junior Member
 
 Posts: 38
 Threads: 5
 Joined: Mar 2013
 Reputation: 
0
 | 
			| RE: Script Problems 
 
				 (03-10-2013, 04:25 PM)Coolfromdah00d Wrote:   (03-10-2013, 04:20 PM)JustAnotherPlayer Wrote:   (03-10-2013, 04:04 PM)Coolfromdah00d Wrote:  the .map cache's are always beside your .map file where ever it was. (If you are confused, where ever you're .map file is, there should be a .map cache there.) (03-10-2013, 02:55 PM)No Author Wrote:   (03-10-2013, 01:48 PM)Coolfromdah00d Wrote:  but wont it delte my map? my custom story map? everything I've built No it won't. Map cache's isn't the same file with your map. The game creates cache's after you play your map. It's like a save of your map. But when you change the map (like adding walls or stuff), you won't see any differents with your new saved map. Maybe just a few doors(if you add them) without a wall.
 I see what you mean. it's like I play the map then add a new room and continue my map, I wont see the new room unless I start the map again.
 
 
  (03-10-2013, 04:04 PM)Coolfromdah00d Wrote:   (03-10-2013, 02:55 PM)No Author Wrote:  No it won't. Map cache's isn't the same file with your map. The game creates cache's after you play your map. It's like a save of your map. But when you change the map (like adding walls or stuff), you won't see any differents with your new saved map. Maybe just a few doors(if you add them) without a wall. I see what you mean. it's like I play the map then add a new room and continue my map, I wont see the new room unless I start the map again.
 alright so where do I find the map caches?
 Stop explaining for me like I dont know how to use the Anesia Custom story Creator. there is no map caches the only thing I find inside my map file is the hps file and my map file
 
and I still ge the cannot use this item this way error
			 |  |  
	| 03-10-2013, 09:32 PM |  |  
	
		| No Author   Posting Freak
 
 Posts: 962
 Threads: 10
 Joined: Jun 2012
 Reputation: 
13
 | 
			| RE: Script Problems 
 
				Then I have no idea what's wrong with your script. Sorry  
 |  |  
	| 03-11-2013, 03:34 PM |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
 | 
			| RE: Script Problems 
 
				This thing made my head ache.
			 
 "Veni, vidi, vici.""I came, I saw, I conquered."
 |  |  
	| 03-11-2013, 03:37 PM |  |  
	
		| ExpectedIdentifier   Member
 
 Posts: 234
 Threads: 10
 Joined: Sep 2012
 Reputation: 
11
 | 
			| RE: Script Problems 
 
				Attach your script + map file to a post. Then we can take a look at it.
			 |  |  
	| 03-11-2013, 03:40 PM |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
 | 
			| RE: Script Problems 
 
				 (03-11-2013, 03:40 PM)sonataarctica Wrote:  Attach your script + map file to a post. Then we can take a look at it. 
We already got the script. We only need the .map file. Now, it's just a matter of time until he's online and gives it to us.
			 
 "Veni, vidi, vici.""I came, I saw, I conquered."
 |  |  
	| 03-11-2013, 03:46 PM |  |  
	
		| Coolfromdah00d   Junior Member
 
 Posts: 38
 Threads: 5
 Joined: Mar 2013
 Reputation: 
0
 | 
			| RE: Script Problems 
 
				 (03-11-2013, 03:46 PM)JustAnotherPlayer Wrote:   (03-11-2013, 03:40 PM)sonataarctica Wrote:  Attach your script + map file to a post. Then we can take a look at it. We already got the script. We only need the .map file. Now, it's just a matter of time until he's online and gives it to us.
 
I cant attach it
 
I hope you can help me with it. I'm a beginner with codes so I'm trying to fix better buildings and a better story instead.
			 |  |  
	| 03-11-2013, 06:18 PM |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
 | 
			| RE: Script Problems 
 
				 (03-11-2013, 06:18 PM)Coolfromdah00d Wrote:   (03-11-2013, 03:46 PM)JustAnotherPlayer Wrote:   (03-11-2013, 03:40 PM)sonataarctica Wrote:  Attach your script + map file to a post. Then we can take a look at it. We already got the script. We only need the .map file. Now, it's just a matter of time until he's online and gives it to us.
 I cant attach it
 
 I hope you can help me with it. I'm a beginner with codes so I'm trying to fix better buildings and a better story instead.
 Upload the map to MediaFire and give the link to us.
			 
 "Veni, vidi, vici.""I came, I saw, I conquered."
 |  |  
	| 03-12-2013, 03:24 AM |  |  
	
		| Coolfromdah00d   Junior Member
 
 Posts: 38
 Threads: 5
 Joined: Mar 2013
 Reputation: 
0
 | 
			| RE: Script Problems 
 
				 (03-12-2013, 03:24 AM)JustAnotherPlayer Wrote:   (03-11-2013, 06:18 PM)Coolfromdah00d Wrote:  Upload the map to MediaFire and give the link to us. (03-11-2013, 03:46 PM)JustAnotherPlayer Wrote:   (03-11-2013, 03:40 PM)sonataarctica Wrote:  Attach your script + map file to a post. Then we can take a look at it. We already got the script. We only need the .map file. Now, it's just a matter of time until he's online and gives it to us.
 I cant attach it
 
 I hope you can help me with it. I'm a beginner with codes so I'm trying to fix better buildings and a better story instead.
 
I dont think there's anything wrong with it, I think it's the void thats the problem.
			 |  |  
	| 03-12-2013, 07:38 AM |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
 | 
			| RE: Script Problems 
 
				void OnStart(){
 AddUseItemCallback("", "StrangeDoorKey", "StrangeDoor", "UnlockStrangeDoor", false);
 SetEntityCallbackFunc("GuestRoomKey", "ActiveEntity");
 AddUseItemCallback("", "GuestRoomKey", "door01", "UnlockDoor", false);
 }
 
 
 void UnlockDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("door01", false, true);
 PlaySoundAtEntity("", "Unlock_door", "door01", 0, false);
 RemoveItem("GuestRoomKey");
 }
 
 
 void ActiveEntity(string &in asEntity, string &in type)
 {
 SetEntityActive("corpse01", true);
 PlaySoundAtEntity("", "12_girl_scream.snt", "corpse01", 0, false);
 StartScreenShake(0.5f, 2, 0, 0.25);
 }
 
 
 void UnlockStrangeDoor(string &in asItem, string &in asEntity)
 
 {
 SetSwingDoorLocked("StrangeDoor", false, true);
 PlaySoundAtEntity("", "unlock_door", "StrangeDoor", 0, false);
 RemoveItem("StrangeDoorKey");
 }
 
 
 "Veni, vidi, vici.""I came, I saw, I conquered."
 |  |  
	| 03-12-2013, 10:37 AM |  |  |