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		| Shoop   Junior Member
 
 Posts: 36
 Threads: 10
 Joined: Feb 2011
 Reputation: 
0
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			| Script area map change? 
 
				I tried before and it never ending up working, I want my character to fall into a hole, hit the script area and then map change. Here is the script I have for the whole map.  void OnStart(){
 AddUseItemCallback("", "key1", "castle_1", "UsedKeyOnDoor", true);
 AddUseItemCallback("", "key2", "metal_1", "UsedKeyOnDoor2", true);
 AddUseItemCallback("", "key3", "castle_3", "UsedKeyOnDoor3", true);
 AddEntityCollideCallback("Player" , "ScriptArea_1" , "MonsterFunc1" , true , 1);
 AddEntityCollideCallback("Player" , "ScriptArea_3" , "MonsterFunc2" , true , 1);
 AddEntityCollideCallback("Player", "ScriptArea_2", "ChangeMap", true, 1);
 }
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("castle_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "castle_1", 0, false);
 RemoveItem("key1");
 }
 
 void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("metal_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "metal_1", 0, false);
 RemoveItem("key2");
 }
 
 void UsedKeyOnDoor3(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("castle_3", false, true);
 PlaySoundAtEntity("", "unlock_door", "castle_3", 0, false);
 RemoveItem("key3");
 }
 
 void MonsterFunc1(string &in asParent , string &in asChild , int alState)
 {
 SetEntityActive("servant_grunt_1" , true);
 }
 
 void MonsterFunc2(string &in asParent , string &in asChild , int alState)
 {
 SetEntityActive("servant_grunt_2" , true);
 }
 
 void Changemap(string &in asParent, string &in asChild, int alStates)
 {
 ChangeMap("Level2.map", "PlayerStartArea_1", "break_stairs", "water_lurker_eat");
 }
 
 void OpenDoor(string &in asParent, string &in asChild, int alState)
 {
 AddEntityCollideCallback("Player", "ScriptArea_4", "metal_1", true, 1);
 }
 ////////////////////////////
 // Run when entering map
 void OnEnter()
 {
 
 }
 
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 
 }
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	| 04-21-2011, 12:13 AM |  |  
	
		| Tanshaydar   From Beyond
 
 Posts: 3,085
 Threads: 17
 Joined: Mar 2009
 Reputation: 
67
 | 
			| RE: Script area map change? 
 
				void Changemap(string &in asParent, string &in asChild, int alStates)
 s is breaking the code.
 
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	| 04-21-2011, 12:16 AM |  |  
	
		| Shoop   Junior Member
 
 Posts: 36
 Threads: 10
 Joined: Feb 2011
 Reputation: 
0
 | 
			| RE: Script area map change? 
 
				 (04-21-2011, 12:16 AM)Tanshaydar Wrote:  void Changemap(string &in asParent, string &in asChild, int alStates)
 s is breaking the code.
 
It still doesnt work. 
Here is the code.
 void OnStart(){
 AddUseItemCallback("", "key1", "castle_1", "UsedKeyOnDoor", true);
 AddUseItemCallback("", "key2", "metal_1", "UsedKeyOnDoor2", true);
 AddUseItemCallback("", "key3", "castle_3", "UsedKeyOnDoor3", true);
 AddEntityCollideCallback("Player" , "ScriptArea_1" , "MonsterFunc1" , true , 1);
 AddEntityCollideCallback("Player" , "ScriptArea_3" , "MonsterFunc2" , true , 1);
 AddEntityCollideCallback("Player", "ScriptArea_2", "ChangeMap", true, 1);
 }
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("castle_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "castle_1", 0, false);
 RemoveItem("key1");
 }
 
 void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("metal_1", false, true);
 PlaySoundAtEntity("", "unlock_door", "metal_1", 0, false);
 RemoveItem("key2");
 }
 
 void UsedKeyOnDoor3(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("castle_3", false, true);
 PlaySoundAtEntity("", "unlock_door", "castle_3", 0, false);
 RemoveItem("key3");
 }
 
 void MonsterFunc1(string &in asParent , string &in asChild , int alState)
 {
 SetEntityActive("servant_grunt_1" , true);
 }
 
 void MonsterFunc2(string &in asParent , string &in asChild , int alState)
 {
 SetEntityActive("servant_grunt_2" , true);
 }
 
 void Changemap(string &in asParent, string &in asChild, int alState)
 {
 ChangeMap("Level2.map", "PlayerStartArea_1", "break_stairs", "water_lurker_eat");
 }
 
 void OpenDoor(string &in asParent, string &in asChild, int alState)
 {
 AddEntityCollideCallback("Player", "ScriptArea_4", "metal_1", true, 1);
 }
 ////////////////////////////
 // Run when entering map
 void OnEnter()
 {
 
 }
 
 ////////////////////////////
 // Run when leaving map
 void OnLeave()
 {
 
 }
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	| 04-21-2011, 12:33 AM |  |  
	
		| Tanshaydar   From Beyond
 
 Posts: 3,085
 Threads: 17
 Joined: Mar 2009
 Reputation: 
67
 | 
			| RE: Script area map change? 
 
				I'm sorry that I didn't look through earlier. You have ChangeMap with capital M in collidecallback function, however the function you wrote is with small m.
			 
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	| 04-21-2011, 12:40 AM |  |  
	
		| Shoop   Junior Member
 
 Posts: 36
 Threads: 10
 Joined: Feb 2011
 Reputation: 
0
 | 
			| RE: Script area map change? 
 
				Thank you  a ton, it works perfectly.
			 |  |  
	| 04-21-2011, 12:47 AM |  |  |