RawkBandMan
Posting Freak
Posts: 1,146
Threads: 35
Joined: Nov 2010
Reputation:
5
RE: Custom Story Crash
(01-13-2011, 10:27 AM) Tottel Wrote: Make sure the item is named "RockingKey" in the editor.
EDIT: Wauw, I'm being slow today. Also don't forget to close your inventory category again (right above </LANGUAGE>.
Okay, But now when I pick it up, it says nothing and when I use it on the door, it works, and leaves my inventory, but the door doesnt open
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
01-13-2011, 02:17 PM
Tottel
Senior Member
Posts: 307
Threads: 9
Joined: Nov 2010
Reputation:
0
RE: Custom Story Crash
Do you hear the sound of the door unlocking?
Please post your extra_english.lang and your .hps again
01-13-2011, 02:30 PM
RawkBandMan
Posting Freak
Posts: 1,146
Threads: 35
Joined: Nov 2010
Reputation:
5
RE: Custom Story Crash
(01-13-2011, 02:30 PM) Tottel Wrote: Do you hear the sound of the door unlocking?
Please post your extra_english.lang and your .hps again
No I do not and here they are.
.hps
Spoiler below!
////////////////////////////
// Run first time starting map
void OnStart()
{
AddUseItemCallback("", "rockingkey_1", "castle_1", "UsedKeyOnDoor", true) ;
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("castle_1", false, true) ;
PlaySoundAtEntity("", "unlock_door", "castle_1", 0, false) ;
RemoveItem("rockingkey_1") ;
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
extra_english.lang
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
01-13-2011, 03:00 PM
RawkBandMan
Posting Freak
Posts: 1,146
Threads: 35
Joined: Nov 2010
Reputation:
5
RE: Custom Story Crash
bumpity bump bumb.....
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
01-17-2011, 12:12 AM
RawkBandMan
Posting Freak
Posts: 1,146
Threads: 35
Joined: Nov 2010
Reputation:
5
RE: Custom Story Crash
Moar Bumps? Anyone?
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
01-22-2011, 06:17 PM
RawkBandMan
Posting Freak
Posts: 1,146
Threads: 35
Joined: Nov 2010
Reputation:
5
RE: Custom Story Crash
Totally fixed it!
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
(This post was last modified: 05-08-2011, 11:17 PM by RawkBandMan .)
05-07-2011, 05:18 PM
TheReaper2011
Junior Member
Posts: 3
Threads: 0
Joined: Aug 2011
Reputation:
0
RE: Custom Story Crash [SOLVED]
Well...my ERROR is kinda similar to XxRoCkBaNdMaNxX (the 2nd error/s that is...except...my is only one error type:
FATAL ERROR: Could not load script file "custom_stories"/RoaringCorridors/custom_stories/RoaringCorridors/maps/00_roaringcorridors.hps!
main (21,2): ERR : Expected ';'
My hps.file:
///////////////////////////
// Run first time starting map
void OnStart()
{
CreateEntityAtArea("servant_grunt_6", "servant_grunt.ent", "RoomAreaThree", false);
AddEntityCollideCallback("Player", "RoomTwoArea", "CollideRoomTwo", true, 1);
AddEntityCollideCallback("Player", "RoomOneArea", "CollideRoomOne", true, 1);
AddEntityCollideCallback("Player" , "ScriptArea_1" , "MonsterFunc1" , true , 1);
}
void KeyOnDoor(string &in asItem, string &in asEntity)
{
PlaySoundAtEntity("unlocksound", "unlock_door.snt", "hall", 0.0f, false);
RemoveItem("hallkey_1");
}
void CollideRoomOne(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_1", true, true);
SetSwingDoorClosed("hall", false, true)
SetEnemyIsHallucination("servant_grunt_6", true);
FadeEnemyToSmoke("servant_grunt_6", true);
ShowEnemyPlayerPosition("Player");
}
///////////////////////////
// Run when entering map
void OnEnter()
{
AddUseItemCallback("", "hallkey_1", "hall", "KeyOnDoor", true);
SetSwingDoorLocked("hall", false, true);
SetSwingDoorLocked("outsidedoor" , false, true);
PlaySoundAtEntity("", "unlock_door" , "outsidedoor" , 0, false);
RemoveItem("outsidekey_1");
PlaySoundAtEntity("unlocksound", "unlock_door.snt", "hall", 0.0f, false);
RemoveItem("hallkey_1");
SetEntityPlayerLookAtCallback("fire_place_3", "looking", true);
}
///////////////////////////
// Run when leaving map
void OnLeave()
{
}
And my "extra_english.lang" file:
<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">This is a short map with creepy
corridors</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemDesc_hall_key">Tag reads "Hall Key".</Entry>
<Entry Name="ItemName_hall_key">Hall Key</Entry>
<Entry Name="ItemName_outsidekey_1">Outside Key</Entry>
<Entry Name="ItemDesc_outsidekey_1">Tag reads "Outside Key"</Entry>
</CATEGORY>
</LANGUAGE>
(This post was last modified: 08-21-2011, 07:10 PM by TheReaper2011 .)
08-21-2011, 07:02 PM
JetlinerX
Senior Member
Posts: 599
Threads: 49
Joined: Jun 2011
Reputation:
19
RE: Custom Story Crash [SOLVED]
Void OnStart and OnEnter are the same thing really. Just merge the two
08-21-2011, 07:12 PM
Obliviator27
Posting Freak
Posts: 792
Threads: 10
Joined: Jul 2011
Reputation:
66
RE: Custom Story Crash [SOLVED]
SetSwingDoorClosed("hall", false, true)
You forgot to end it with a semicolon.
08-21-2011, 08:03 PM
TheReaper2011
Junior Member
Posts: 3
Threads: 0
Joined: Aug 2011
Reputation:
0
RE: Custom Story Crash [SOLVED]
Obliviator27, yes..i did as you suggested, and unfortunately it still crashes...dunno why...everything seems to be in order.
I updated my hps file (with a little more script functions)
and my extra_english.lang
But...eh...now it says a whole lot worse:
FATAL ERROR: Could not load script file 'custom_stories/RoaringCorridors/custom_stories/RoaringCorridors/maps/00_roaringcorridors.hps'!
main (22, 18) : ERR : Expected identifier
main (23, 11) : ERR : Expected identifier
main (24, 1) : ERR : Unexpected token '{'
main (28, 23) : ERR : Expected identifier
main (29, 20) : ERR : Expected identifier
main (30, 25) : ERR : Expected identifier
main (31, 21) : ERR : Expected identifier
main (32, 25) : ERR : Expected identifier
main (33, 1) : ERR : Unexpected token '{'
main (39, 23) : ERR : Expected identifier
main (40, 23) : ERR : Expected identifier
main (41, 23) : ERR : Expected identifier
main (42, 22) : ERR : Expected identifier
main (43, 15) : ERR : Expected identifier
main (44, 22) : ERR : Expected identifier
main (45, 15) : ERR : Expected identifier
main (46, 34) : ERR : Expected identifier
main (47, 1) : ERR : Unexpected token '{'
like i said...a "whole" lot worse.
My hps:
///////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "Walk_Quest_Area", "GetWalkQuest", true, 1);
AddEntityCollideCallback("Player", "Walk_Complete_Area", "FinishWalkQuest", true, 1);
CreateEntityAtArea("servant_grunt_6", "servant_grunt.ent", "RoomAreaThree", false);
AddEntityCollideCallback("Player", "RoomTwoArea", "CollideRoomTwo", true, 1);
AddEntityCollideCallback("Player", "RoomOneArea", "CollideRoomOne", true, 1);
AddEntityCollideCallback("Player" , "ScriptArea_1" , "MonsterFunc1" , true , 1);
}
void GetWalkQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("hauntedhallquest", "HauntedHallQuest");
}
void FinishWalkQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("hauntedhallquest", "HauntedHallQuest");
PlaySoundAtEntity("unlocksound", "unlock_door.snt", "hall", 0.0f, false);
RemoveItem("hallkey_1");
}
void CollideRoomOne(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_1", true, true);
SetSwingDoorClosed("hall", false, true);
SetEnemyIsHallucination("servant_grunt_6", true);
FadeEnemyToSmoke("servant_grunt_6", true);
ShowEnemyPlayerPosition("Player");
}
void KeyOnDoor(string &in asItem, string &in asEntity)
{
///////////////////////////
// Run when entering map
void OnEnter()
{
AddUseItemCallback("", "hallkey_1", "hall", "KeyOnDoor", true);
SetSwingDoorLocked("hall", false, true);
SetSwingDoorLocked("outsidedoor" , false, true);
PlaySoundAtEntity("", "unlock_door" , "outsidedoor" , 0, false);
RemoveItem("outsidekey_1");
PlaySoundAtEntity("unlocksound", "unlock_door.snt", "hall", 0.0f, false);
RemoveItem("hallkey_1");
SetEntityPlayerLookAtCallback("fire_place_3", "looking", true);
}
///////////////////////////
// Run when leaving map
void OnLeave()
{
}
My extra_english.lang file:
<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">This is a short map with creepy corridors and jump surprises</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemDesc_hall_key">Tag reads "Hall Key".</Entry><Entry Name="ItemName_hall_key">Hall Key</Entry>
<Entry Name="ItemName_outsidekey_1">Outside Key</Entry>
<Entry Name="ItemDesc_outsidekey_1">Tag reads "Outside Key"</Entry>
<Entry Name="Quest_HauntedHallQuest_Text">You walked into the face of darkness and terror!</Entry>
</CATEGORY>
</LANGUAGE>
Am i doing something wrong with the "{" or "}"...cause i think the error is refering to them...but they are in order they should be.
The "Expected Identifier"...that i don't understand.
08-21-2011, 10:31 PM