09-05-2012, 01:01 AM
09-05-2012, 01:14 AM
(09-05-2012, 01:01 AM)Zaffre Wrote: [ -> ]@Harthex why is there an "asItem" in the door locked message? There is no item being used.That's what I used for mine, I just want to see if my script works for Frodos
09-07-2012, 12:19 AM
Sorry for the long wait for the reply, I tried your technique Harthex, it still did not work. I got frustrated and took a break from Amnesia Level Editor for a few days. I think maybe it's something wrong with my map.. so I've decided to start all over. Thank you all for trying to help.
09-07-2012, 12:55 AM
Did you not assemble what I said? The way I have it set, it should work perfectly...
Here's the whole setup:
Name of Door: roomone
Active: Yes
CastShadows:Yes
StaticPhysics:No
IsAffectedbyDecal:No
PlayerInteractCallback: DoorLockedMessage
PlayerInteractCallBackAutoRemove: Yes
Locked: Yes
OpenAmount: 0
extra_english.lang
<LANGUAGE>
<CATEGORY Name="Messages">
<Entry Name="lockeddoor">The door is locked from the outside, maybe there is another way out of here.</Entry>
</CATEGORY>
</LANGUAGE>
HPS:
void OnStart()
{
//NOTHING. The callback is already set on the door in the level editor
}
void DoorLockedMessage(string &in asEntity)
{
SetMessage("Messages", "lockeddoor", 0);
}
Spoiler below!
Here's the whole setup:
Name of Door: roomone
Active: Yes
CastShadows:Yes
StaticPhysics:No
IsAffectedbyDecal:No
PlayerInteractCallback: DoorLockedMessage
PlayerInteractCallBackAutoRemove: Yes
Locked: Yes
OpenAmount: 0
extra_english.lang
<LANGUAGE>
<CATEGORY Name="Messages">
<Entry Name="lockeddoor">The door is locked from the outside, maybe there is another way out of here.</Entry>
</CATEGORY>
</LANGUAGE>
HPS:
void OnStart()
{
//NOTHING. The callback is already set on the door in the level editor
}
void DoorLockedMessage(string &in asEntity)
{
SetMessage("Messages", "lockeddoor", 0);
}
09-07-2012, 01:58 AM
Opps sorry, I forgot to add, I did try yours as well, it did not work either.
Edit: You probably think I messed up somewhere, but I truthfully have followed all your instructions, most recent being Statyk, this is a direct copy and paste of my files and it still doesn't work.
extra_english.lang
<LANGUAGE>
<CATEGORY Name="Messages">
<Entry Name="lockeddoor">The door is locked from the outside, maybe there is another way out of here.
</Entry>
</CATEGORY>
</LANGUAGE>
hps:
void OnStart()
{
}
void DoorLockedMessage(string &in asEntity)
{
SetMessage("Messages", "lockeddoor", 0);
}
Edit: You probably think I messed up somewhere, but I truthfully have followed all your instructions, most recent being Statyk, this is a direct copy and paste of my files and it still doesn't work.
extra_english.lang
<LANGUAGE>
<CATEGORY Name="Messages">
<Entry Name="lockeddoor">The door is locked from the outside, maybe there is another way out of here.
</Entry>
</CATEGORY>
</LANGUAGE>
hps:
void OnStart()
{
}
void DoorLockedMessage(string &in asEntity)
{
SetMessage("Messages", "lockeddoor", 0);
}
09-07-2012, 02:50 AM
Restart the entire scripts. Erase them all and start from scratch. Delete the door as well.
Scripts go here "custom_stories" > "Custom story folder" > "maps" the english and custom settings go "custom_stories" > "Custom story folder"
Put another door rename it make sure no extra spacing after the names and if you still need help don't ask me because I have to unplug my computer for a month because I have to gain some muscles for hunting season.
Scripts go here "custom_stories" > "Custom story folder" > "maps" the english and custom settings go "custom_stories" > "Custom story folder"
Put another door rename it make sure no extra spacing after the names and if you still need help don't ask me because I have to unplug my computer for a month because I have to gain some muscles for hunting season.
09-07-2012, 10:44 AM
Try to name the door "something_1"