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Elevator Rooms
Nuclearbones Offline
Junior Member

Posts: 45
Threads: 19
Joined: May 2012
Reputation: 0
#1
Elevator Rooms

Well I finally decided to go through a simpler route. Instead of using an elevator that actually moves but instead just have it be a room. When you pull down the lever it will send you to the next map. For some reason the map is so dysfunctional and hates me so much that no matter what I do, it doesn't work. No errors appear so that I can fix it and get it on with. I just think it's something in the script. Can anybody help me with this?

Here's my script right here:

////////////////////////////
// Run first time starting map
void OnStart()
{  
    AddUseItemCallback("", "Gatekey_1", "elevator_door_2", "KeyOnDoor", true);
    
    AddEntityCollideCallback("entity_elevator_lever_1", "ElevatorLevel_01", "ChangeMap", true, 1)
    
    ChangeMap("lvl03_aMAZEing.map", "PlayerStartArea_1", "14_elevator_activate.snt", "elevator_stop.snt")

}

void KeyOnDoor(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("elevator_door_1", false, true);
    PlaySoundAtEntity("", "unlock_door.snt", "elevator_door_1", 0.0f, false);
    RemoveItem("Gatekey_1");
    AddDebugMessage("KeyOnDoor", false);
}




////////////////////////////
// Run when entering map
void OnEnter()
{

}

////////////////////////////
// Run when leaving map
void OnLeave()
{

}

Well there it is.
06-09-2012, 03:45 AM
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Messages In This Thread
Elevator Rooms - by Nuclearbones - 06-09-2012, 03:45 AM
RE: Elevator Rooms - by Your Computer - 06-09-2012, 04:13 AM
RE: Elevator Rooms - by Nuclearbones - 06-09-2012, 06:53 AM



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