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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