megsb927
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what does this mean?
FATAL ERROR: Ccould not load script file 'custom_stories/Mark's
story/csmaps/C rogram Files (x86)/Amnesia- The Dark
Descent/redist/custom_stories/Mark's story/csmaps/map_3.hps'!
main (1,2) : ERR : Expected identifier I am trying to get the level door for map_2 to get to map_3 and it keeps saying this
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03-16-2013, 04:51 AM |
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PutraenusAlivius
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RE: what does this mean?
Give me the script in the map_3.hps
"Veni, vidi, vici."
"I came, I saw, I conquered."
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03-16-2013, 06:54 AM |
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megsb927
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RE: what does this mean?
(03-16-2013, 06:54 AM)JustAnotherPlayer Wrote: Give me the script in the map_3.hps
I actually figured it out haha it was because I enabled scripting for my map, and never did the OnStart OnEnter OnLeave so it wouldn't load. By now I'm trying to get A swing door to be locked and It's not working.
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03-16-2013, 05:17 PM |
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NaxEla
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RE: what does this mean?
You need to give us your script so that we can see why it's not working.
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03-16-2013, 05:21 PM |
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megsb927
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RE: what does this mean?
(03-16-2013, 05:21 PM)NaxEla Wrote: You need to give us your script so that we can see why it's not working.
void OnStart()
{
AddUseItemCallback("", "Key_3", "castle_1", "UsedKeyOnDoor", true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
void SetSwingDoorLocked("",);
PlaySoundAtEntity("", "unlock_door", "castle_1", 0, false);
RemoveItem("Key_3");
}
void OnEnter()
{
}
void OnLeave()
{
}
I'm not sure what to put after SetSwingDoorLocked I don't really understand what it's saying on the guide
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03-16-2013, 07:33 PM |
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NaxEla
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RE: what does this mean?
It needs to be like this:
void OnStart() { AddUseItemCallback("", "Key_3", "castle_1", "UsedKeyOnDoor", true); }
void UsedKeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("castle_1", false); PlaySoundAtEntity("", "unlock_door", "castle_1", 0, false); RemoveItem("Key_3"); }
void OnEnter() {
}
void OnLeave() {
}
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03-16-2013, 07:37 PM |
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megsb927
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RE: what does this mean?
(03-16-2013, 07:37 PM)NaxEla Wrote: It needs to be like this:
void OnStart() { AddUseItemCallback("", "Key_3", "castle_1", "UsedKeyOnDoor", true); }
void UsedKeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("castle_1", false); PlaySoundAtEntity("", "unlock_door", "castle_1", 0, false); RemoveItem("Key_3"); }
void OnEnter() {
}
void OnLeave() {
}
It's saying this: FATAL ERROR: Could not load script file 'custom_stories/Mark's
story/csmaps/C:/Program Files (x86)/Amnesia- The Dark
Descent/redist/custom_stories/Mark's story/csmaps/map_3.hps'!
main (8,2) : ERR : No matching signatures to
'SetSwingDoorLocked(string@&, const bool)'
and this is my entire script for this map now:
void OnStart()
{
AddUseItemCallback("", "Key_3", "castle_1", "UsedKeyOnDoor", true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_1", false);
PlaySoundAtEntity("", "unlock_door", "castle_1", 0, false);
RemoveItem("Key_3");
}
void OnEnter()
{
}
void OnLeave()
{
}
the swing door is checked off as locked in the level editor, if that has anything to do with it
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03-16-2013, 07:52 PM |
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NaxEla
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RE: what does this mean?
Sorry, I made a mistake. You should change this line:
SetSwingDoorLocked("castle_1", false);
to this:
SetSwingDoorLocked("castle_1", false, false);
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03-16-2013, 08:28 PM |
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PutraenusAlivius
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RE: what does this mean?
(03-16-2013, 08:28 PM)NaxEla Wrote: Sorry, I made a mistake. You should change this line:
SetSwingDoorLocked("castle_1", false);
to this:
SetSwingDoorLocked("castle_1", false, false);
Isn't it supposed to be
SetSwingDoorLocked("castle_1", false, true);
?
Because false means whether the door should be locked/unlocked and the true means whether the effects were used or not.
"Veni, vidi, vici."
"I came, I saw, I conquered."
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03-17-2013, 02:14 AM |
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