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Game crashed on specific custom story map... (Please help!
LowKeeee Offline
Junior Member

Posts: 16
Threads: 4
Joined: Feb 2013
Reputation: 0
#1
Game crashed on specific custom story map... (Please help!

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()
{

}



Attached Files
.log   errorlog-31-03-2013(19.20.56).log (Size: 23.24 KB / Downloads: 82)
03-31-2013, 09:25 PM
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Messages In This Thread
Game crashed on specific custom story map... (Please help! - by LowKeeee - 03-31-2013, 09:25 PM



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