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Full Version: URGENT Map not starting
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My map won't load. It doesn't come up with ANY errors. It just crashes.
It can't be the size of the map. I've played over 1mb maps and mine's only 517kb

Please help!Huh

Is it my script? Is it too big?

Code:
////////////////////////////
//Run when entering map
void OnStart()
{
SetLevelDoorLocked("LevelDoor_1", true);
SetLevelDoorLockedSound("LevelDoor_1", "door_prison_locked.snt");
SetMessage("BeginningOfHorror", "Arrival", 0);
AddQuest("", "Quest2");
SetEntityPlayerInteractCallback("SuicideRoom_1", "SuicideRoomQuest", true);
AddEntityCollideCallback("Player", "QuestArea_1", "CollideQuests", true, 1);
AddEntityCollideCallback("Player", "CompleteRoomQuest_1", "CollideCompleteQuest", true, 1);
SetEntityPlayerInteractCallback("Note04", "NoteQuest", true);
SetEntityPlayerInteractCallback("SuicideRoomKey_1", "KeyMessage". true);
AddUseItemCallback("" ,"SuicideRoomKey_1", "SuicideRoom_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "LevelDoorKey_1", "LevelDoor_1", "LevelDoorUnlocked", true);
}



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

{

}

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

{
SetupLoadScreen("LoadingText", "Underpass", 1, "");
CompleteQuest("", "Quest2");
}

////////////////////////////////////////////////////////////////////////////
//Item Callbacks
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("SuicideRoom_1", false, true);
CompleteQuest("", "Quest4");
PlaySoundAtEntity("", "unlock_door.snt", "LevelDoor_1", 0, false);
}

void LevelDoorUnlocked(string &in asItem, string &in asEntity)
{
SetlevelDoorLocked("LevelDoor_1", false);


///////////////////////////////////////////
//Entity Callbacks//Interact//
void SuicideRoomQuest(string &in asEntity)
{
AddQuest("", "Quest4");
}

void NoteQuest(string &in asEntity)
{
AddQuest("", "Quest3");
}

void KeyMessage(string &in asEntity)
{
SetMessage("BeginningOfHorror", "KeyPickup", 0);
}

////////////////////////////////////////
//Collision Areas//
void CollideQuests(string &in asParent, string &in asChild, int alState)
{
AddQuest("", "Quest2");
}

void CollideCompleteQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("", "Quest3");
}
SetLevelDoorLocked("LevelDoor_1", true);
You can remove this line, you can change it at the entity itself.

Code:
SetEntityPlayerInteractCallback("SuicideRoomKey_1", "KeyMessage"[b].[/b] true);

you put a . instead of a ,
Smile
(07-31-2011, 05:08 PM)MrCookieh Wrote: [ -> ]SetLevelDoorLocked("LevelDoor_1", true);
You can remove this line, you can change it at the entity itself.

Code:
SetEntityPlayerInteractCallback("SuicideRoomKey_1", "KeyMessage"[b].[/b] true);

you put a . instead of a ,
Smile

MrCookeh strikes again xD

Thanks, i'll try it soon (: Is this why it crashes and doesn't come up with errors? Because it's in the OnStart section?
Well, I don't know if this forces a crash... You have to try it Tongue
(07-31-2011, 05:14 PM)MrCookieh Wrote: [ -> ]Well, I don't know if this forces a crash... You have to try it Tongue

Considering what just happened. I think it does xD

I reckon you should..............HELP ME ON MY CUSTOM!

Don't you? x3
I won't have enough time to work on my stuff AND on another story, sorry.
But I'm always here to fix your stuff, if it broke Wink
(07-31-2011, 05:20 PM)MrCookieh Wrote: [ -> ]I won't have enough time to work on my stuff AND on another story, sorry.
But I'm always here to fix your stuff, if it broke Wink

Yes, you will because your solution didn't work! Angry
I'm sorry, but you can't expect people to make your custom story. You should work on small things like a few rooms or something and try to make it as best as you can. Then you just keep trying to make it better. You could work on another set of rooms with a different base set. Practice makes perfect! xD
(07-31-2011, 05:27 PM)Kyle Wrote: [ -> ]I'm sorry, but you can't expect people to make your custom story. You should work on small things like a few rooms or something and try to make it as best as you can. Then you just keep trying to make it better. You could work on another set of rooms with a different base set. Practice makes perfect! xD

Kyle! The person I was looking for!

Please help me?Angel
Code:
void LevelDoorUnlocked(string &in asItem, string &in asEntity)
{
SetlevelDoorLocked("LevelDoor_1", false);

you have to close this one with a }
couldn't find more... but that shouldn't fix the crash, too...
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