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Game Crashes (No Error issues)
Ardoetia Offline
Junior Member

Posts: 46
Threads: 4
Joined: Feb 2012
Reputation: 0
#16
RE: Game Crashes (No Error issues)

I get the same mistake, gonna link in both of my maps:

void OnStart()
{
AddEntityCollideCallback("Player", "CaveIn", "Ras", true, 1);
AddEntityCollideCallback("servant_grunt_1", "despawn", "monsterdespawn", true, 1);
SetEntityPlayerLookAtCallback("gris", "Scare_1", true);
SetEntityPlayerLookAtCallback("look_here", "monsterspawn", true);
SetEntityCollideCallback("Player", "Let_there_be_light", true, 1);
AddEntityCollideCallback("brick", "lever_simple01_1", "unstucklever", true, 1);
//SetMultiSliderCallback("lever_simple01_1", "unlockdoor");
AddEntityCollideCallback("lever_simple01_1", "leverplace", "unlockdoor", true, 1);
    
}

void monsterdespawn(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", false);
PlaySoundAtEntity("", "hit_generic.snt", "floor_deafult_111", 3.0, false);
PlaySoundAtEntity("", "big_scream.snt", "floor_deafult_111", 3.0, false);
}

void Scare_1(string &in asEntity, int alState)
{
SetEntityActive("look_here", true);
GiveSanityDamage(10, true);
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
}

void monsterspawn(string &in asEntity, int alState)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "go_to_1", 0, "walk.anm");
AddEnemyPatrolNode("servant_grunt_1", "go_to_2", 2.0, "idle.anm");
AddEnemyPatrolNode("servant_grunt_1", "go_to_3", 0, "run.anm");
SetSwingDoorLocked("sewer_arched_1", false);
}

void Ras(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("cave_in_1", true);
PlaySoundAtEntity("", "general_rock_rumble.snt", "cave_in_1", 2.0, false);
}

void Ras(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("lys", true)
GiveSanityDamage(15, true"
StartPlayerLookAt("corpse_pile2_1", 2, 3, "");
StopPlayerLookAt();
}

void unstucklever(sting &in asParent, string &in as Child, int alState)
{
SetPropObjectStuckState("lever_simple01_1", false);
GiveSmallSanityBoost();
PlaySoundAtEntity("", "lever_stuck_clank.snt", "lever_simple01_1", 2.0, false);
}
void unlockdoor(string &in asEntity, int alState)
{
PlaySoundAtEntity("", "door_level_wood_open.snt", "level_hub_1", 0, false);
SetLevelDoorLocked("level_hub_1", false);
PlaySoundAtEntity("", "lever_success.snt", "lever_simple01_1", 0, false);
}



void OnEnter()
{
}

void OnLeave()
{
}

////////////////////////////
// Run first time starting map
void OnStart()
{
    AddEntityCollideCallback("Player", "tihi", "boo", true, 1);
    AddEntityCollideCallback("Player", "Skremme_1", "lawl", true, 1);
    AddEntityCollideCallback("Player", "Water_Area_1", "vannmonster", true, 1);
    AddEntityCollideCallback("Player", "Water_Area_2", "vannmonster1", true, 1);
    AddEntityCollideCallback("Player", "Water_Area_3", "vannmonster2", true, 1);
    AddEntityCollideCallback("Player", "Water_Area_4", "vannmonster3", true, 1);
    AddEntityCollideCallback("Player", "Water_Area_5", "vannmonster4", true, 1);
    SetEntityCallbackFunc("KitchenKey_1", "vannmonster5");
    AddUseItemCallback("", "KitchenKey_1", "level_celler_1", "UseKeyOnDoor", true);
    SetEntityCallbackFunc("Bobby_Pin", "lolattack");
    SetLightVisible("SpotLight_1", false);
    SetLightVisible("SpotLight_2", false);
    SetLightVisible("SpotLight_3", false);
    SetLightVisible("SpotLight_4", false);
    SetLightVisible("SpotLight_5", false);
    SetLightVisible("SpotLight_6", false);
    SetLightVisible("SpotLight_7", false);
    SetLightVisible("SpotLight_8", false);
    SetLightVisible("SpotLight_9", false);
    SetLightVisible("SpotLight_10", false);
    AddUseItemCallback("crowbar_1", "crowbar_1", "wooden_boards_block_1", "AttatchCrowbar", true);
    AddEntityCollideCallback("crowbar_joint_1", "Knekk", "BreakBoards", true, 1);
    SetLevelDoorLocked("level_celler_1", true);
    
}

void boo(string &in asParent, string &in asChild, int alState)
{
    GiveSanityDamage(5, true);
    PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false);
    StartPlayerLookAt("look_here", 1, 3, "");
    StopPlayerLookAt();
    SetLightVisible("SpotLight_10", true);
}
void lawl(string &in asParent, string &in asChild, int alState)
{
    PlaySoundAtEntity("", "scare_steps_big1.ogg", "Player", 0, false);
    PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false);
    GiveSanityDamage(5, true);
}


void UseKeyOnDoor(string &in asItem, string &in asEntity)
{
    SetLevelDoorLocked("level_celler_1", false);
    PlaySoundAtEntity("", "unlock_door", "level_celler_1", 0, false);
    RemoveItem("KitchenKey_1");
}

void lolattack(string &in asEntity, string &in type)
{
    SetEntityActive("servant_grunt_1", true);
    SetSwingDoorClosed("cellar_wood01_1", true, true);
    ShowEnemyPlayerPosition("servant_grunt_1");
}
void vannmonster(string &in asParent, string &in asChild, int alState)
{
    SetLightVisible("SpotLight_4", true);
    SetLightVisible("SpotLight_5", true);
    SetLightVisible("SpotLight_6", true);
    SetEntityActive("waterlurker_music02_1", true);
    SetEntityActive("waterlurker_music02_2", true);
    SetEntityActive("waterlurker_music02_3", true);
}
void vannmonster1(string &in asParent, string &in asChild, int alState)
{
    SetLightVisible("SpotLight_4", false);
    SetLightVisible("SpotLight_5", false);
    SetLightVisible("SpotLight_6", false);
    SetEntityActive("waterlurker_music02_1", false);
    SetEntityActive("waterlurker_music02_2", false);
    SetEntityActive("waterlurker_music02_3", false);
}
void vannmonster2(string &in asParent, string &in asChild, int alState)
{
    SetLightVisible("SpotLight_3", true);
    SetLightVisible("SpotLight_2", true);
    SetLightVisible("SpotLight_1", true);
    SetEntityActive("waterlurker_music02_6", true);
    SetEntityActive("waterlurker_music02_5", true);
    SetEntityActive("waterlurker_music02_4", true);
}
void vannmonster3(string &in asParent, string &in asChild, int alState)
{
    SetLightVisible("SpotLight_3", false);
    SetLightVisible("SpotLight_2", false);
    SetLightVisible("SpotLight_1", false);
    SetEntityActive("waterlurker_music02_6", false);
    SetEntityActive("waterlurker_music02_5", false);
    SetEntityActive("waterlurker_music02_4", false);
}
void vannmonster4(string &in asParent, string &in asChild, int alState)
{
    SetLightVisible("SpotLight_9", true);
    SetLightVisible("SpotLight_8", true);
    SetLightVisible("SpotLight_7", true);
    SetEntityActive("waterlurker_music02_8", true);
    SetEntityActive("waterlurker_music02_7", true);
    SetEntityActive("waterlurker_music02_9", true);
}
void vannmonster5(string &in asEntity, string &in type)
{
    SetLightVisible("SpotLight_9", false);
    SetLightVisible("SpotLight_8", false);
    SetLightVisible("SpotLight_7", false);
    SetEntityActive("waterlurker_music02_8", false);
    SetEntityActive("waterlurker_music02_7", false);
    SetEntityActive("waterlurker_music02_9", false);
}

////Ødelegge plankene/////
void AddCrowBarQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("", "CrowBarQuest");
}

void BreakBoards(string &in asParent, string &in asChild, int alState)
{

SetEntityActive("block_box_1", false);  
SetEntityActive("block_box_2", false);
SetEntityActive("crowbar_broken_1", true);
SetEntityActive("crowbar_joint_1", false);

CompleteQuest("", "CrowBarQuest");

PlayMusic("12_puzzle_cavein.ogg", false, 1.0, 0, 1, true); //Optional music for completing puzzle, remove this line if desired

AddTimer("", 30.0, "ResetMusic"); //Reset the music

GiveSanityBoost(); //Sanity boost for completing puzzle, also optional

SetPropHealth("wooden_boards_block_1", 0.0);

}

void AttatchCrowbar(string &in asItem, string &in asEntity)
{
SetEntityActive("crowbar_joint_1", true);

SetPlayerActive(false);

StartPlayerLookAt("crowbar_joint_1", 2, 2, "");

PlaySoundAtEntity("", "player_crouch.snt", "crowbar_joint_1", 0, false);

AddTimer("", 1.0, "ResetPlayer");
AddTimer("", 1.5, "StopPlayerLook");
RemoveItem(asItem);

}
void StopPlayerLook(string &in asTimer)
{
StopPlayerLookAt();
}
void ResetPlayer(string &in asTimer)
{
SetPlayerActive(true);
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{
ChangeMap("asdad_1.map", "from_asdad", "", "");
SetupLoadScreen("LoadingText", "Kitchen_01", 0, "");
}

(This post was last modified: 02-19-2012, 04:51 PM by Ardoetia.)
02-19-2012, 04:49 PM
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Messages In This Thread
Game Crashes (No Error issues) - by Zypherzemus - 07-24-2011, 07:38 PM
RE: Game Crashes (No Error issues) - by xtron - 07-24-2011, 08:52 PM
RE: Game Crashes (No Error issues) - by MrCookieh - 07-24-2011, 09:09 PM
RE: Game Crashes (No Error issues) - by palistov - 07-25-2011, 01:38 AM
RE: Game Crashes (No Error issues) - by jens - 07-25-2011, 08:41 AM
RE: Game Crashes (No Error issues) - by Ardoetia - 02-19-2012, 04:49 PM



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