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Custom story you-know-the-issue! - Printable Version

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+---- Thread: Custom story you-know-the-issue! (/thread-15433.html)



Custom story you-know-the-issue! - FlawlessHappiness - 05-15-2012

Yet again this question Sad

My custom story won't show up in the menu...

I've already finished my first story, which works perfectly, and decided to make a new one. Now it won't appear.

Yes i have searched, but didn't find anything.

(Copied from my finished story)
custom_story_settings.hps:


Spoiler below!


<Main
Name = "Suddenly"
Author = "Beecake"

MapsFolder = "maps/"
StartMap = "Alchemy_cellar.map"
StartPos = "PlayerStartArea_1"
/>



extra_english.lang:

Spoiler below!


<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">

TEST

</Entry>
</CATEGORY>

!-- NOTES -->

<CATEGORY Name="Journal">




!-- QUESTS -->



</CATEGORY>

!-- LEVELDOOR TEXT -->

<CATEGORY Name="Levels">


</CATEGORY>


<CATEGORY Name="Inventory">

<!-- KEYS -->



<!-- ITEMS -->



</CATEGORY>

<!-- MESSAGES -->

<CATEGORY Name="Messages">
<Entry Name="Locked">The door is locked</Entry>
<Entry Name="WeakLocked">The door is locked, but the lock is weak</Entry>
<Entry Name="BlockLocked">The door is blocked</Entry>

</CATEGORY>

<!-- DEATHHINTS -->

<CATEGORY Name="DeathHints">



</CATEGORY>

<!-- CREDITS -->

<CATEGORY Name="Ending">

<Entry Name="Credits">

</Entry>
</CATEGORY>

</LANGUAGE>

Alchemy_cellar.hps

Spoiler below!


void OnStart()
{

wakeUp();

}

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 OnEnter()
{

}


void OnLeave()
{

}


This file is placed in my /maps folder with my .map file

My map is called Alchemy_cellar
The PlayerStartArea_1 is newly placed, and have had no changes.


RE: Custom story you-know-the-issue! - Homicide13 - 05-15-2012

It seems that you have your first map listed as "Alchemy_cellar.map" in the cfg file, but the actual name of the map seems to be "Alchemy_map.map."

Hope that helps!


RE: Custom story you-know-the-issue! - FlawlessHappiness - 05-15-2012

No sorry... that was my mistake. It is Alchemy_cellar. I just wrote it wrong... In my script it is Alchemy_cellar

[img=http://s16.postimage.org/wt4voblld/hplfail.jpg]

EDIT: THERE IT IS!!! DAMMIT!! It has to be a .cfg not .hps!


RE: Custom story you-know-the-issue! - Homicide13 - 05-15-2012

Oh. Yup. Haha I just kinda skimmed over that part and assumed it was correct.

But labeling a non-existing map or specifying a start point that doesn't exist within the addressed map will also incur the same problem - something I have spent maybe confused hours in the past trying to fix. >_< So if you think you have everything you need and it's all setup correctly, and it's still not showing up right, try checking those out - it's normally just a really dumb spelling error. ;_;