[SCRIPT] Changing map without a level door? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [SCRIPT] Changing map without a level door? (/thread-19087.html) |
Changing map without a level door? - Tiger - 11-04-2012 So I'm making a custom story where in one part you're supposed to change map by walking on a static_object. I've tried putting a ScriptArea there with the following script: void OnStart() { AddEntityCollideCallback("Player", "ChangeLevelScript_1", "ChangeMap_1", true, 1); } void ChangeMap_1 { ChangeMap("MyMapName.map", "PlayerStartArea_1, "", "") } I've looked on the wiki and tried googling it. I can't find anything about it. Can somebody please help me? RE: Changing map without a level door? - The chaser - 11-04-2012 void OnStart() { AddEntityCollideCallback("Player", "ChangeLevelScript_1", "ChangeMap_1", true, 1); } void ChangeMap_1 (string &in asParent, string &in asChild, intalState) { ChangeMap("MyMapName.map", "PlayerStartArea_1, "", "") } Every function (or void) has a syntax. You didn't have one. RE: Changing map without a level door? - Tiger - 11-04-2012 (11-04-2012, 06:48 PM)The chaser Wrote: void OnStart()Ah! Thanks a lot! RE: Changing map without a level door? - The chaser - 11-04-2012 (11-04-2012, 06:50 PM)Tigerwaw Wrote:Sorry, a part of the syntax was wrong. Now it's corrected.(11-04-2012, 06:48 PM)The chaser Wrote: void OnStart()Ah! Thanks a lot! RE: Changing map without a level door? - FlawlessHappiness - 11-04-2012 Maybe you can use this: http://www.frictionalgames.com/forum/thread-18368.html RE: Changing map without a level door? - Tiger - 11-04-2012 (11-04-2012, 06:52 PM)The chaser Wrote: Sorry, a part of the syntax was wrong. Now it's corrected.Yeah, it didn't work at first. Thanks beecake Wrote:Maybe you can use this: http://www.frictionalgames.com/forum/thread-18368.html Thanks. I've wondered what all that means. RE: Changing map without a level door? - Tiger - 11-04-2012 So this is what my script looks like now: void OnStart() { AddEntityCollideCallback("Player", "ChangeLevelScript_1", "ChangeMap_1", true, 1); } void ChangeMap_1 (string &in asParent, string &in asChild, intalState) { ChangeMap("MapName.map", "PlayerStartArea_2", "player_jump6.ogg", "player_bodyfall5.ogg") } Amnesia crashes when I open my custom story. Why? RE: Changing map without a level door? - ZeroPie - 11-05-2012 (11-04-2012, 11:48 PM)Tigerwaw Wrote: So this is what my script looks like now:On the ChangeMap("MapName.map", "PlayerStartArea_2", "player_jump6.ogg", "player_bodyfall5.ogg") add a ; This must be used after every script is typed out, so use this: ChangeMap("MapName.map", "PlayerStartArea_2", "player_jump6.ogg", "player_bodyfall5.ogg"); Hope it helps. RE: Changing map without a level door? - FlawlessHappiness - 11-05-2012 Wrong syntax again You wrote "intalState" when it should be "int alState" Yes spaces are important too! RE: Changing map without a level door? - Tiger - 11-05-2012 (11-05-2012, 07:27 AM)beecake Wrote: Wrong syntax again You wrote "intalState" when it should be "int alState"Aw cr*p. I thought I had looked through the whole script :c Thanks for noticing |