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Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May - Printable Version

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+---- Thread: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May (/thread-7806.html)

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RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - JMCAutomatic - 05-07-2011

Are you supposed to be able to combine the hammer and chipper in the servants quarters?


RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - cook - 05-07-2011

(05-07-2011, 12:51 AM)JMCAutomatic Wrote: Are you supposed to be able to combine the hammer and chipper in the servants quarters?

Yes, and it works. Tested it in latest version and previous. Paste me the code if it isn't working from servalpha.hps just incase.


RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - JMCAutomatic - 05-07-2011

////////////////////////////
// Run when entering map
void OnEnter()
{
AutoSave();
AddEntityCollideCallback("Player", "scarearea1", "startscare", true, 1);
AddCombineCallback("hammer_and_chipper", "stone_hammer_1", "stone_chipper_1", "CombineHammerAndChipper", true);
AddUseItemCallback("MeltPadlock", "glass_container_filled", "padlock_worn", "MeltPadlock", true);
AddUseItemCallback("BreakLock", "stone_hammer_chipper", "padlock_acid_used", "BreakLock", true);
AddUseItemCallback("", "glassjar", "acid_container_1", "filljar", true);
AddUseItemCallback("", "servantskey", "headservantroom", "openservantdoor", true);
SetEntityPlayerInteractCallback("stone_hammer_1", "spawnmen", true);
}

void openservantdoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("headservantroom", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "headservantroom", 0, false);
RemoveItem("servantskey");
}

void spawnmen(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("hammergrunt", true);
AddEnemyPatrolNode("hammergrunt", "headservant", 0.0f, "");
AddEnemyPatrolNode("hammergrunt", "headservant_1", 0.0f, "");
AddEnemyPatrolNode("hammergrunt", "headservant_2", 0.0f, "");
AddEnemyPatrolNode("hammergrunt", "headservant_3", 0.0f, "");
AddEnemyPatrolNode("hammergrunt", "headservant_4", 0.0f, "");
AddEnemyPatrolNode("hammergrunt", "headservant_5", 0.0f, "");
AddEnemyPatrolNode("hammergrunt", "headservant_6", 0.0f, "");
AddEnemyPatrolNode("hammergrunt", "headservant_7", 0.0f, "");
AddEnemyPatrolNode("hammergrunt", "headservant_8", 0.0f, "");
AddEnemyPatrolNode("hammergrunt", "headservant_9", 0.0f, "");
CheckPoint("checkhammergrunt", "checkpoint1", "CheckPoint01", "Misc", "servdeath");
}

//void CheckPoint01(string &in asName, int alCount)
//{
//SetPlayerHealth(RandFloat(80,90));
//SetPlayerSanity(RandFloat(40,60));
//}

void startscare(string &in asParent, string &in asChild, int alState)
{
AddPropImpulse("scarehammer", 10, 5, -5, "World");
GiveSanityDamage(10, true);
SetLampLit("scarecandle", false, true);
SetLampLit("scarelantern", false, true);
SetLanternActive(false, false);
PlayGuiSound("react_scare", 1.0f);
}

void CombineHammerAndChipper(string &in asItem)
{

if(asItem == "stone_hammer_1" && HasItem("stone_chipper_1")){

RemoveItem("stone_chipper_1");
RemoveItem("stone_hammer_1");

GiveItem("stone_hammer_chipper", "Puzzle", "stone_hammer_chipper", "stone_hammer_chipper.tga", 0);
}
else if(asItem == "stone_chipper_1" && HasItem("stone_hammer_1")){

RemoveItem("stone_chipper_1");
RemoveItem("stone_hammer_1");

GiveItem("stone_hammer_chipper", "Puzzle", "stone_hammer_chipper", "stone_hammer_chipper.tga", 0);
}
}

void MeltPadlock(string &in asItem, string &in asEntity)
{
SetEntityActive("padlock_worn", false);
SetEntityActive("padlock_acid_used", true);
RemoveItem(asItem);
SetMessage("Levels", "LockWeak", 0);
}

void filljar(string &in asItem, string &in asEntity)
{
if(asItem == "glassjar"){
PlaySoundAtEntity("fillbottle", "puzzle_acid_success", asEntity, 1.0f, false);
RemoveItem(asItem);
GiveItemFromFile("glass_container_filled", "glass_container_filled.ent");
SetMessage("Levels", "AcidInJar", 0);
}
else if(asItem == "glass_container_filled"){
SetMessage("Levels", "AcidAlreadyInJar", 0);
}
}

void BreakLock(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prisongate1", false, true);
SetEntityActive("padlock_acid_used", false);
GiveSanityBoostSmall();
}

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


RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - Clive - 05-08-2011

Got some problem...
Spoiler below!
can't find key to servant quarter -,-



RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - cook - 05-08-2011

Spoiler below!
Poking out from under a book in one of the first rooms before you fall, it has a fireplace.



RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - LAST UPDATE 8th May - HumiliatioN - 05-08-2011

This was very good map, great atmosphere and effects and scares are awesome too. It was long trip to play and I enjoyed it!

Waiting full version! Wink


RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - LAST UPDATE 8th May - cook - 05-09-2011

Added 2 new maps in very early stages(no pathing on brutes), and some footage of the 4th map(Servant's Quarter)


RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - LAST UPDATE 8th May - Dark Knight - 05-09-2011

(05-09-2011, 04:13 AM)cook Wrote: Added 2 new maps in very early stages(no pathing on brutes), and some footage of the 4th map(Servant's Quarter)

are old saves working for updated map?


RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - LAST UPDATE 10TH May - cook - 05-11-2011

This level won't be receiving any more updates now, it was just for a learning experience, now I will begin a planned story with voice acting/better pacing now that I have the knowledge to carry out the ideas I have.


RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - LAST UPDATE 10TH May - skypeskype - 05-12-2011

"friends" huh ? I think I know what you mean by that.