Jumpman
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Cant load to next map!!.
I need some help with the leveldoor. I have a map where I have set the leveldoor locked, and when I use the key to open it, It wont load to the next map, it's still just locked. But if I dont set it on locked and click on it (with or without the key) It will load to the next level. Plz help.
Thx
05-09-2011, 01:04 PM
Roenlond
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RE: Cant load to next map!!.
Post the script you're using - the key is not unlocking the door properly. There's probably an error somewhere.
05-09-2011, 01:13 PM
Jumpman
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RE: Cant load to next map!!.
This is the script Im useing:
void OnEnter()
{
AddUseItemCallback("","ReddoorKey_1", "Reddoor", "UsedReddoorKey_1", true);
}
void UsedReddoorKey_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("Reddoor", false, true);
RemoveItem("ReddoorKey_1");
}
void InteractReddoor(string &in asEntity)
{
if(GetSwingDoorLocked("Reddoor")== true)
SetMessage("mapone", "ReddoorMessage", 5.0f);
}
05-09-2011, 01:31 PM
Fomzo
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RE: Cant load to next map!!.
Eeeee, I suppose it's Technical Support or Custom Stories and Modifications' issue??
05-09-2011, 02:23 PM
Jumpman
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RE: Cant load to next map!!.
aah.. sorry, my first time on this site.. but plz help if you know the problem
05-09-2011, 02:41 PM
Roenlond
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RE: Cant load to next map!!.
Level doors are not unlocked using SetSwingDoorLocked, but rather SetLevelDoorLocked(string& asName, bool abLocked);
so: SetLevelDoorLocked("Reddoor", false);
05-09-2011, 03:58 PM
Jumpman
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RE: Cant load to next map!!.
Thx. I know now that is was part of the problem.. But when I start the map I get an error...
ERR: No matching signature to 'SetSwingDoorLocked(string@&)'
ERR: No conversion from 'bool' to 'int' available
plz help
thx
05-09-2011, 06:58 PM
Roenlond
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RE: Cant load to next map!!.
Post the script you're using, from what I can see you're still using SetSwingDoorLocked - unless you have a normal door script somewhere else in your script file, that's your problem.
05-09-2011, 07:00 PM
Jumpman
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RE: Cant load to next map!!.
Im sorry... the error is
ERR: No matching signature to 'SetSwingDoorLocked(string@&')
but here is the whole script..
void OnStart()
{
AddEntityCollideCallback("Player", "GruntTrigger", "CollideGruntTrigger", true, 0);
}
//===========================================
// This runs when the player enters the map
void OnEnter()
{
SetEntityPlayerInteractCallback("Reddoor", "InteractReddoor", true);
AddUseItemCallback("","StorageKey_1", "StorageDoor", "UsedStorageKey_1", true);
AddUseItemCallback("","UpperDoorKey_1", "UpperDoor", "UsedUpperDoorKey_1", true);
AddUseItemCallback("","ChestCrowbar_1", "DoorChest", "UsedChestCrowbar_1", true);
AddUseItemCallback("","EasterEggKey_1", "EasterEggDoor", "UsedEasterEggKey_1", true);
AddUseItemCallback("","ReddoorKey_1", "Reddoor", "UsedReddoorKey_1", true);
}
void CollideGruntTrigger(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servantgrunt", true);
GiveSanityDamage(20, true);
}
void UsedStorageKey_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("StorageDoor", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "StorageDoor", 0.0f, true);
RemoveItem("StorageKey_1");
}
void UsedUpperDoorKey_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("UpperDoor", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "UpperDoor", 0.0f, true);
RemoveItem("UpperDoorKey_1");
}
void UsedChestCrowbar_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("DoorChest", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "DoorChest", 0.0f, true);
RemoveItem("ChestCrowbar_1");
}
void UsedEasterEggKey_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("EasterEggDoor", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "EasterEggDoor", 0.0f, true);
RemoveItem("EasterEggKey_1");
}
void UsedReddoorKey_1(string &in asItem, string &in asEntity)
{
SetLevelDoorLocked("Reddoor", false);
RemoveItem("ReddoorKey_1");
}
void InteractReddoor(string &in asEntity)
{
if(SetLevelDoorLocked("Reddoor")== true)
SetMessage("mapone", "ReddoorMessage", 5.0f);
}
//===========================================
// This runs when the player leaves the map
void OnLeave()
{
}
(This post was last modified: 05-09-2011, 07:12 PM by Jumpman .)
05-09-2011, 07:12 PM
Roenlond
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RE: Cant load to next map!!.
The only thing wrong that I found is that you didn't have {}'s for the if statement at the bottom.
Spoiler below!
void OnStart()
{
AddEntityCollideCallback("Player", "GruntTrigger", "CollideGruntTrigger", true, 0);
}
//===========================================
// This runs when the player enters the map
void OnEnter()
{
SetEntityPlayerInteractCallback("Reddoor", "InteractReddoor", true);
AddUseItemCallback("","StorageKey_1", "StorageDoor", "UsedStorageKey_1", true);
AddUseItemCallback("","UpperDoorKey_1", "UpperDoor", "UsedUpperDoorKey_1", true);
AddUseItemCallback("","ChestCrowbar_1", "DoorChest", "UsedChestCrowbar_1", true);
AddUseItemCallback("","EasterEggKey_1", "EasterEggDoor", "UsedEasterEggKey_1", true);
AddUseItemCallback("","ReddoorKey_1", "Reddoor", "UsedReddoorKey_1", true);
}
void CollideGruntTrigger(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servantgrunt", true);
GiveSanityDamage(20, true);
}
void UsedStorageKey_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("StorageDoor", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "StorageDoor", 0.0f, true);
RemoveItem("StorageKey_1");
}
void UsedUpperDoorKey_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("UpperDoor", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "UpperDoor", 0.0f, true);
RemoveItem("UpperDoorKey_1");
}
void UsedChestCrowbar_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("DoorChest", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "DoorChest", 0.0f, true);
RemoveItem("ChestCrowbar_1");
}
void UsedEasterEggKey_1(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("EasterEggDoor", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "EasterEggDoor", 0.0f, true);
RemoveItem("EasterEggKey_1");
}
void UsedReddoorKey_1(string &in asItem, string &in asEntity)
{
SetLevelDoorLocked("Reddoor", false);
RemoveItem("ReddoorKey_1");
}
void InteractReddoor(string &in asEntity)
{
if(SetLevelDoorLocked("Reddoor")== true)
{
SetMessage("mapone", "ReddoorMessage", 5.0f);
}
}
//===========================================
// This runs when the player leaves the map
void OnLeave()
{
}
If you're still getting an error, please post the complete error report (there is usually (always?) some numbers in parentheses showing what row and column that is causing the error (15, 6 for example)).
(This post was last modified: 05-09-2011, 07:22 PM by Roenlond .)
05-09-2011, 07:21 PM