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Escape Hell - Chapter 1 - DEMO RELEASED (Post Poned until further notice)
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XxRoCkBaNdMaNxX Offline
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Posts: 1,119
Joined: Nov 2010
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Post: #6
RE: Escape Hell (My First Custom Story) [WIP]
(05-18-2011 12:08 AM)cook Wrote:  void onStart()
{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
wakeUp();
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");//these have been added here because theres nothing to spawn servant_grunt_1, im assuming it starts off in the map
}

void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}

void beginStory(string &in asTimer)
{
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}

void ActivateMonster(string &in asItem, string &in asEntity)
{
SetEntityActive(servant_grunt_2", true);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(servant_grunt_1", "false");
}

Any base callbacks, or callbacks that call other callbacks or go directly to a function are to be placed in the OnStart. There is nothing to spawn servant 1, not sure if thats intentional.

It's intentional.

Beginning spoiler:
Spoiler below!

The monster does kinda what it did in the main game. It looks at you in the cell, then it walks off and dissapears.

Also, Kinda thinking, would the Player and script_area_1 or whatever be an entity collide callback?

I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
(This post was last modified: 05-18-2011 02:23 AM by XxRoCkBaNdMaNxX.)
05-18-2011 02:21 AM
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RE: Escape Hell (My First Custom Story) [WIP] - XxRoCkBaNdMaNxX - 05-18-2011 02:21 AM



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