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Full Version: Game crashed on specific custom story map... (Please help!
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Hey there, so I am having a predicament. My custom story has been booting correctly for quite some time now and out of complete nowhere, I can't load a specific map which worked fine minutes before this issue. I have reinstalled the game, cleared the cache, ran as administrator, and changed the graphic settings and it just says exception access violation. Here is the errorlog below for download and the conents of the hps.file of the map that doesn't work.

I would really appreciate if someone can look into this, me and my friend have been working on this for a long time so this is really a bummer.

Thanks!

Spoiler below!
void OnStart ()
{
GiveItemFromFile("lantern", "lantern.ent");
ClearSavedMaps();
SetEntityPlayerLookAtCallback("ScriptArea_1", "Knightturn", true);
SetEntityPlayerLookAtCallback("painting_portrait_insane_1", "Paintingscare", true);
AddEntityCollideCallback("Player", "ScriptArea_2", "Lobbychange", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_3", "LobbyMusic", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_6", "LobbyMusicstop", true, 1);
SetEntityConnectionStateChangeCallback("lever_nice01_1", "MoveShelf");
AddUseItemCallback("", "crowbar_1", "mansion_5", "UsedCrowbarOnDoor", true);
AddEntityCollideCallback("crowbar_joint_1", "ScriptArea_4", "CollideAreaBreakDoor", true, 1);
SetEntityPlayerInteractCallback("mansion_5", "doorstuck", true);
AddEntityCollideCallback("Player", "ScriptArea_7", "Main", true, 1);
InteractConnectPropWithMoveObject("castle_portcullis_1", "valve_iron_slow_1", "castle_portcullis_1", true, false, -1);
AddEntityCollideCallback("Player", "ScriptArea_10", "newmap", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_11", "vmonster", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_9", "lights", true, 1);
SetNPCFollowPlayer("agrippa_1", true);
}

void doorstuck(string &in asEntity)
{
AddQuest("doorstuck", "Doorstuck");
}

void Main(string &in asParent, string &in asChild, int alState)
{
SetMessage("Observations", "door", 7);
}

void UsedCrowbarOnDoor(string &in asItem, string &in asEntity)
{
AddTimer("", 0.2, "TimerSwitchShovel");
}


void TimerSwitchShovel(string &in asTimer)
{
PlaySoundAtEntity("","puzzle_place_jar.snt", "", 0, false);
SetEntityActive("crowbar_joint_1", true);
}


void CollideAreaBreakDoor(string &in asParent, string &in asChild, int alState)
{
AddPlayerSanity(25);
PlayMusic("10_puzzle01.ogg", false, 0.7, 0.1, 10, false);
SetSwingDoorLocked("mansion_5", false, true);
AddPropImpulse("mansion_5", 0, 0, -50, "World");
SetSwingDoorDisableAutoClose("mansion_5", true);
SetSwingDoorClosed("mansion_5", false, false);
SetMoveObjectState("mansion_5", 1);
PlaySoundAtEntity("","break_wood_metal", "ScriptArea_5", 0, false);
CreateParticleSystemAtEntity("", "ps_hit_wood", "ScriptArea_5", false);
SetEntityActive("crowbar_joint_1", false);
SetLocalVarInt("Door", 1);
CompleteQuest("doorstuck", "Doorstuck");
}

void Paintingscare(string &in asEntity, int alState)
{
GiveSanityDamage(20.0f, true);
}


void Knightturn(string &in asEntity, int alState)
{
SetEntityActive("armour_nice_complete_3", false);
SetEntityActive("armour_nice_complete_4", true);
}

void MoveShelf(string &in asEntity, int alState)
{
if (GetLocalVarInt("Check") == 0)
{ if (alState == 1)
{
SetMoveObjectState("shelf_secret_door", 1);

SetEntityActive("rotatearea", true);
GiveSanityBoostSmall();
PlaySoundAtEntity("", "quest_completed.snt", "shelf_secret_door", 0, false);

SetLocalVarInt("Check", 1);

return;
}
}
}


void Lobbychange(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("painting_portrait_insane_2", true);
SetLightVisible("PointLight_9", true) ;
SetEntityActive("armour_nice_complete_7", false);
SetEntityActive("armour_nice_complete_8", false);
SetEntityActive("armour_nice_complete_9", true);
SetEntityActive("armour_nice_complete_10", false);
SetEntityActive("armour_nice_complete_11", false);
SetEntityActive("armour_nice_complete_12", false);
SetEntityActive("armour_nice_complete_13", false);
SetEntityActive("armour_nice_complete_14", false);
SetEntityActive("armour_nice_complete_15", false);
SetEntityActive("armour_nice_complete_16", false);
SetEntityActive("armour_nice_complete_17", false);
SetEntityActive("armour_nice_complete_18", false);
SetEntityActive("armour_nice_complete_19", false);
SetEntityActive("armour_nice_complete_20", false);
SetEntityActive("armour_nice_complete_21", false);
SetEntityActive("armour_nice_complete_22", false);
SetEntityActive("armour_nice_complete_23", false);
SetEntityActive("armour_nice_complete_24", false);
SetEntityActive("armour_nice_complete_25", false);
SetEntityActive("armour_nice_complete_26", false);
SetEntityActive("armour_nice_complete_27", false);
SetEntityActive("armour_nice_complete_28", false);
SetEntityActive("armour_nice_complete_29", false);
SetEntityActive("armour_nice_complete_30", false);
SetEntityActive("armour_nice_complete_31", false);
SetEntityActive("armour_nice_complete_32", false);
SetEntityActive("armour_nice_complete_33", false);
SetEntityActive("armour_nice_complete_34", false);
SetEntityActive("armour_nice_complete_53", false);
SetEntityActive("armour_nice_complete_64", false);
SetEntityActive("armour_nice_complete_65", false);
SetEntityActive("armour_nice_complete_66", false);
SetEntityActive("armour_nice_complete_67", false);
SetEntityActive("armour_nice_complete_68", false);
SetEntityActive("armour_nice_complete_69", false);
SetEntityActive("armour_nice_complete_70", false);
SetEntityActive("armour_nice_complete_71", false);
SetEntityActive("armour_nice_complete_72", false);
SetEntityActive("armour_nice_complete_73", false);
SetEntityActive("armour_nice_complete_74", false);
SetEntityActive("armour_nice_complete_75", false);
SetEntityActive("armour_nice_complete_76", false);
SetEntityActive("armour_nice_complete_77", false);
SetEntityActive("armour_nice_complete_78", false);
SetEntityActive("armour_nice_complete_79", false);
SetEntityActive("armour_nice_complete_80", false);
SetEntityActive("armour_nice_complete_81", false);
SetEntityActive("armour_nice_complete_82", false);
SetEntityActive("armour_nice_complete_35", true);
SetEntityActive("armour_nice_complete_36", true);
SetEntityActive("armour_nice_complete_37", true);
SetEntityActive("armour_nice_complete_38", true);
SetEntityActive("armour_nice_complete_39", true);
SetEntityActive("armour_nice_complete_40", true);
SetEntityActive("armour_nice_complete_41", true);
SetEntityActive("armour_nice_complete_42", true);
SetEntityActive("armour_nice_complete_43", true);
SetEntityActive("armour_nice_complete_44", true);
SetEntityActive("armour_nice_complete_45", true);
SetEntityActive("armour_nice_complete_46", true);
SetEntityActive("armour_nice_complete_47", true);
SetEntityActive("armour_nice_complete_48", true);
SetEntityActive("armour_nice_complete_49", true);
SetEntityActive("armour_nice_complete_50", true);
SetEntityActive("armour_nice_complete_51", true);
SetEntityActive("armour_nice_complete_52", true);
SetEntityActive("armour_nice_complete_54", true);
SetEntityActive("armour_nice_complete_55", true);
SetEntityActive("armour_nice_complete_56", true);
SetEntityActive("armour_nice_complete_57", true);
SetEntityActive("armour_nice_complete_58", true);
SetEntityActive("armour_nice_complete_59", true);
SetEntityActive("armour_nice_complete_60", true);
SetEntityActive("armour_nice_complete_61", true);
SetEntityActive("armour_nice_complete_62", true);
SetEntityActive("armour_nice_complete_63", true);
SetEntityActive("armour_nice_complete_83", true);
SetEntityActive("armour_nice_complete_84", true);
SetEntityActive("armour_nice_complete_85", true);
SetEntityActive("armour_nice_complete_86", true);
SetEntityActive("armour_nice_complete_87", true);
SetEntityActive("armour_nice_complete_88", true);
SetEntityActive("armour_nice_complete_89", true);
SetEntityActive("armour_nice_complete_90", true);
SetEntityActive("armour_nice_complete_91", true);
SetEntityActive("armour_nice_complete_92", true);
SetEntityActive("armour_nice_complete_93", true);
SetEntityActive("armour_nice_complete_94", true);
SetEntityActive("armour_nice_complete_95", true);
SetEntityActive("armour_nice_complete_96", true);
SetEntityActive("armour_nice_complete_97", true);
SetEntityActive("armour_nice_complete_98", true);
SetEntityActive("armour_nice_complete_99", true);
SetEntityActive("armour_nice_complete_100", true);
SetEntityActive("armour_nice_complete_101", true);
SetEntityActive("armour_nice_complete_102", true);
SetEntityActive("fountain_childsnake_blood_1", true);
SetEntityActive("fountain_childsnake_1", false);
DestroyParticleSystem("ParticleSystem_1");
CreateParticleSystemAtEntity("ParticleSystem_2", "ps_childsnake_blood_stream.ps", "", true);
SetLampLit("candlestick_wall_11", false, false);
SetLampLit("candlestick_wall_12", false, false);
SetLampLit("candlestick_floor_9", false, false);
SetLampLit("candlestick_floor_10", false, false);
SetLampLit("candlestick_floor_12", false, false);
SetLampLit("candlestick_floor_13", false, false);
SetLampLit("candlestick_tri_3", false, false);
SetLampLit("candlestick_tri_4", false, false);
SetLampLit("candlestick01_6", false, false);
SetLampLit("candlestick01_7", false, false);
SetLampLit("candlestick01_8", false, false);
SetLampLit("candlestick01_9", false, false);
SetLampLit("candlestick01_10", false, false);
SetLampLit("candlestick01_11", false, false);
SetLampLit("chandelier_large_1", false, false);
SetLampLit("chandelier_large_2", false, false);
SetLampLit("chandelier_large_3", false, false);
SetLampLit("chandelier_large_4", false, false);
SetLampLit("chandelier_large_5", false, false);
SetLampLit("chandelier_large_6", false, false);
SetLightVisible("PointLight_1", false) ;
SetLightVisible("PointLight_2", false) ;
SetLightVisible("PointLight_3", false) ;
SetLightVisible("PointLight_4", false) ;
SetLightVisible("PointLight_5", false) ;
SetLightVisible("PointLight_6", false) ;
SetLightVisible("PointLight_7", true) ;
SetLampLit("candlestick_wall_orange_1", true, false);
SetLampLit("candlestick_wall_orange_2", true, false);
SetLampLit("candlestick_wall_orange_3", true, false);
SetLampLit("candlestick_wall_orange_4", true, false);
SetLampLit("candlestick_wall_orange_5", true, false);
SetLampLit("candlestick_wall_orange_6", true, false);
SetLampLit("candlestick_wall_orange_7", true, false);
SetLampLit("candlestick_wall_orange_8", true, false);
SetLampLit("candlestick_wall_orange_9", true, false);
SetLampLit("candlestick_wall_orange_10", true, false);
SetLampLit("candlestick_wall_orange_11", true, false);
SetLampLit("candlestick_wall_orange_12", true, false);
SetLampLit("candlestick_wall_orange_13", true, false);
SetLampLit("candlestick_wall_orange_14", true, false);
SetLampLit("candlestick_wall_orange_15", true, false);
SetLampLit("candlestick_wall_orange_16", true, false);
SetLampLit("candlestick_wall_orange_17", true, false);
SetLampLit("candlestick_wall_orange_18", true, false);
SetLampLit("candlestick_wall_orange_19", true, false);
SetLampLit("candlestick_wall_orange_20", true, false);
SetLampLit("candlestick_wall_orange_21", true, false);
SetLampLit("candlestick_wall_orange_22", true, false);
SetLampLit("candlestick_wall_orange_23", true, false);
SetLampLit("candlestick_wall_orange_24", true, false);
SetLampLit("candlestick_wall_orange_25", true, false);
SetLampLit("candlestick_wall_orange_26", true, false);
SetLampLit("candlestick_wall_orange_27", true, false);
SetLampLit("candlestick_wall_orange_28", true, false);
SetLampLit("candlestick_wall_orange_29", true, false);
SetLampLit("candlestick_wall_orange_30", true, false);
SetLampLit("candlestick_wall_orange_31", true, false);
SetLampLit("candlestick_wall_orange_32", true, false);
SetLampLit("candlestick_wall_orange_33", true, false);
SetLampLit("candlestick_wall_orange_34", true, false);
SetLampLit("candlestick_wall_orange_35", true, false);
SetLampLit("candlestick_wall_orange_36", true, false);
SetLampLit("candlestick_wall_orange_37", true, false);
SetLampLit("candlestick_wall_orange_38", true, false);
SetLampLit("candlestick_wall_orange_39", true, false);
SetLampLit("candlestick_wall_orange_40", true, false);
SetLampLit("candlestick_wall_orange_41", true, false);
SetLampLit("candlestick_wall_orange_42", true, false);
SetLampLit("candlestick_wall_orange_43", true, false);
SetLampLit("candlestick_wall_orange_44", true, false);
SetLampLit("candlestick_wall_orange_45", true, false);
SetLampLit("candlestick_wall_orange_46", true, false);
SetLampLit("candlestick_wall_orange_47", true, false);
SetLampLit("candlestick_wall_orange_48", true, false);
SetLampLit("candlestick_wall_orange_49", true, false);
SetLampLit("candlestick_wall_orange_50", true, false);
SetLampLit("candlestick_wall_orange_51", true, false);
SetLampLit("candlestick_wall_orange_52", true, false);
SetLampLit("candlestick_wall_orange_53", true, false);
SetLampLit("candlestick_wall_orange_54", true, false);
SetLampLit("candlestick_wall_orange_55", true, false);
SetLampLit("candlestick_wall_orange_56", true, false);
SetLampLit("candlestick_wall_orange_57", true, false);
SetLampLit("candlestick_wall_orange_58", true, false);
SetLampLit("candlestick_wall_orange_59", true, false);
SetLampLit("candlestick_wall_orange_60", true, false);

}

void newmap(string &in asParent, string &in asChild, int alState)
{
FadeOut(0);
AddTimer("", 1, "ChangeMap");
}

void ChangeMap(string &in asTimer)
{
ChangeMap("below_5.map", "PlayerStartArea_1", "break_wood_metal3.ogg", "");
}


void LobbyMusic(string &in asParent, string &in asChild, int alState)
{
PlayMusic("Mafia.ogg", false, 1, 0.0, 0, true);
}

void LobbyMusicstop(string &in asParent, string &in asChild, int alState)
{
StopMusic(30, 0);
}


void vmonster(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_52", 0.1, "");
ShowEnemyPlayerPosition("servant_grunt_1");
AddTimer("", 15, "doorbreak");
}

void doorbreak(string &in asTimer)
{
SetEntityActive("metal_1", false);
SetEntityActive("metal_2", true);
}

void lights(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("shelf_secret_door", false);
SetEntityActive("shelf_secret_door_1", true);
SetLampLit("altar_lamp_1", true, true);
SetLampLit("altar_lamp_2", true, true);
SetLampLit("altar_lamp_3", true, true);
SetLampLit("altar_lamp_4", true, true);
SetLampLit("altar_lamp_5", true, true);
}


void OnEnter()
{
}



void OnLeave()
{

}

You have different lines where they end with ) ;
This looks wrong since there should be no space between them... Though i don't know if this fixes it.

Instead of giving us the error log, could you tell us what happens when the game crashes?

There must be some kind of error.
If it's the blackbox it's probably not the script that is the problem.

If it's a warning box saying, Unexpected end of file, or something else, then show us that.
What happens is that the game crashes right when I load my custom story. I know its the specific map because i set to spawn at the previous map and it works fine. Could you tell me which line has a differerent );?
You can see it yourself..

Please tell me more.

How does it crash? Does a message appear? What does it say?
Blackbox crashes and theres no message, only the error log that i posted above. I get exception access violation. It was working completely fine then I switched a door with another door, and now it won't load that map. I tried replacing it with the old door, but that didn't solve anything.
Could you please post your hpl.log? If you're using Windows, it's in My Documents\Amnesia\Main
Going through a level door to a map sometimes doesn't give the error box BeeKayK is asking for. Set it so the initial map you start in when you first run the CS loads the problem map. It should show the error box we're asking for.
Here's my hpl.log, and even if I load a previous map and go in through the door to the map that doesn't work, I still get the same blackbox errors, no additional windows or anything.
Hmm.. it seems like somethings is wrong with your agrippa entity. If you're using Steam, verify integrity of the game cache by going to Properties, then clicking the Local files tab. If you aren't using Steam, re-download the game. Try loading the map without the agrippa entity in it, and see if it still crashes.

The other errors mean you have folders, in the custom_story folder, with no custom_story_settings.cfg. Also, I noticed that you have an "entities" folder in the custom_stories folder. If you want to use custom entities, make sure that the "entities" folder in inside your custom story folder: custom_stories\MyCustomStory\entities.
So, I reinstalled the game (and I don't use Steam for Amnesia so I don't need to mess with the local files), and I deleted the agrippa entity from the map, and the same errors happened. Also, I don't really remember having a custom_story_settings.cfg in the actual custom stories folder. It's been working completely fine right until I switched a damn door in the map lol... which I undo'd and the map was still broken. There must be something else that is causing this, and I have no idea.
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