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Map 2 FATAL ERROR
Ianlis Offline
Junior Member

Posts: 10
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Joined: Jan 2011
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#1
Map 2 FATAL ERROR

Every time I open the second door of my level, it gives me an error: FATAL ERROR. Could not load script file 'custom_stories/Escape/main/C:/Program Files (x86)/Amnesia - The Dark Descent/redist/custom stories/Escape/main/escape2.hps'! ExecuteString(1, 1):ERR:No matching signatures to 'OnLeave() main(4, 1):ERR:Expected';'


Here's my code:

void OnStart()
{
AddEntityCollideCallback("Player" , "EnemySpawner" , "Monsterfunc1" , true , 1)
}
void MonsterFunc1(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("servant_grunt" , true);
}




I'm at an odds on what to do.
01-22-2011, 08:57 PM
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Shev Offline
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Posts: 238
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Joined: Dec 2010
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#2
RE: Map 2 FATAL ERROR

You need a ;

(01-22-2011, 08:57 PM)Ianlis Wrote: Every time I open the second door of my level, it gives me an error: FATAL ERROR. Could not load script file 'custom_stories/Escape/main/C:/Program Files (x86)/Amnesia - The Dark Descent/redist/custom stories/Escape/main/escape2.hps'! ExecuteString(1, 1):ERR:No matching signatures to 'OnLeave() main(4, 1):ERR:Expected';'


Here's my code:

void OnStart()
{
AddEntityCollideCallback("Player" , "EnemySpawner" , "Monsterfunc1" , true , 1) <- right here
}
void MonsterFunc1(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("servant_grunt" , true);
}




I'm at an odds on what to do.

i spam meme 4 raeg
01-22-2011, 09:12 PM
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Ianlis Offline
Junior Member

Posts: 10
Threads: 4
Joined: Jan 2011
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#3
RE: Map 2 FATAL ERROR

Thanks, it worked. Now the second problem is that I can't seem to get the enemy to spawn when i walk across 'EnemySpawner'.
01-22-2011, 09:38 PM
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Robby Offline
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#4
RE: Map 2 FATAL ERROR

Check if the enemy has the exact same name as in the script. If it is "servant_grunt_1", then, you must type in the script "servant_grunt_1". Or check if the ScriptArea has the name of "EnemySpawner", and not something else.

Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active.
01-22-2011, 09:41 PM
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Ianlis Offline
Junior Member

Posts: 10
Threads: 4
Joined: Jan 2011
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#5
RE: Map 2 FATAL ERROR

(01-22-2011, 09:41 PM)Nemet Robert Wrote: Check if the enemy has the exact same name as in the script. If it is "servant_grunt_1", then, you must type in the script "servant_grunt_1". Or check if the ScriptArea has the name of "EnemySpawner", and not something else.

Still nothing.
01-22-2011, 09:46 PM
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Shev Offline
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#6
RE: Map 2 FATAL ERROR

Instead of spawn, change it so the monsters already there except its inactive, and then the script activates it.

i spam meme 4 raeg
01-22-2011, 11:50 PM
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Ianlis Offline
Junior Member

Posts: 10
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Joined: Jan 2011
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#7
RE: Map 2 FATAL ERROR

(01-22-2011, 11:50 PM)Shev Wrote: Instead of spawn, change it so the monsters already there except its inactive, and then the script activates it.

How do you do that?
01-23-2011, 02:55 AM
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Shev Offline
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Joined: Dec 2010
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#8
RE: Map 2 FATAL ERROR

(01-23-2011, 02:55 AM)Ianlis Wrote:
(01-22-2011, 11:50 PM)Shev Wrote: Instead of spawn, change it so the monsters already there except its inactive, and then the script activates it.

How do you do that?

Put the monster in the level editor, and uncheck the Active box.

Then put this in.

SetEntityActive(monsternamehere, 1 or 0);

i spam meme 4 raeg
01-23-2011, 07:54 AM
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Pandemoneus Offline
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#9
RE: Map 2 FATAL ERROR

You might also want to change 'Monsterfunc1' to 'MonsterFunc1' in your AddEntityCollideCallback, but I am not sure whether it is case sensitive.

(This post was last modified: 01-23-2011, 01:38 PM by Pandemoneus.)
01-23-2011, 01:37 PM
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