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Escape Hell - Chapter 1 - DEMO RELEASED (Post Poned until further notice) - Printable Version

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Escape Hell - Chapter 1 - DEMO RELEASED (Post Poned until further notice) - RawkBandMan - 05-17-2011

New updated version is not uploaded to ModDB yet, but it is on mediafire!
Mediafire Download

What is demo missing?

Complete, non-glitchy maps.
Music in the first map.
Some scripting (Because of mistakes in editor/names)
the other 4 maps.
Good texturing and lighting

ModDB Page: http://www.moddb.com/mods/escape-hell-chapter-1/#2470375

Hello. This is my first custom story/first custom map for ANY GAME that I have ever made. It will probably be very crappy and not very well made (due to me not being able to script.). Here's some details about the story and my progress.

You are a man named Robert Lightwood. You are having personal problems, such as depression, for an unknown reason. Your wife, Maryse Lightwood, goes on a trip to somewhere in the desert, and she dies along the way. She gives you most the things she owns in her will, including a strange artifact she found in the desert. You keep it, and strange things start happening. Such as voices telling you to "Throw it away," or "Give it to me." You ignore them, and keep living, or trying to. You are then taking a nice stroll down an abandoned road when you hear something in the bushes. You get weak from fear and fall to the floor. The world goes dark and something slaps you on the head. You wake in a cell and the story begins.


This map will, like said earlier, my first map ever made. I can't script too well and will need help a bit. My map progress so far is:

100% = Completly finished, maybe 2 or 3 bugs.
90%-99% = Finished for Beta
80%-89% = Finished for Demo
70%-79% = Finished for Testing
0%-69% = Not done

Map 1: Specialty Threat Cells: Map: 85% Scripting 80%
Map 2: Northern Cells: Map: 87% Scripting: 86%
Map 3: Southern Cells: Map: 0% Script: 0%
Map 4: Abandoned Cells (East Cells): Map: 0% Script: 0%
Map 5: Back Halls: Map: 0% Script: 0% (I am completely redoing this map, because it just doesn't seem good the way it currently is.)
Map 5.5: Back Halls Basement Hallway: Map: 0% Script: 0% (This map will be very small, only
Spoiler below!
consisting of 2 small rooms, and 2 level transition doors to the Water Works, and one to the Basement, which will be locked for all eternity
Map 6: Water Works: Map: 50% Script: 45%


Estimated Release: (MM/DD/YYYY) 9/??/2011 or 10/??/2011

Pictures (Excuse the crappy graphics, my video card sucks so yeah)
Spoiler below!

Beginning area
[Image: screensimple3d000.jpg]


I removed the Map 5 picture, because that map is going to no longer exist!)


For helping me with my scripting problems, go to this thread Smile http://www.frictionalgames.com/forum/thread-7885-page-1.html


EDIT: The cookie has been given away Big Grin


RE: Escape Hell (My First Custom Story) [WIP] - betafotball - 05-17-2011

Sounds cool. When will you release it?


RE: Escape Hell (My First Custom Story) [WIP] - Roenlond - 05-17-2011

(05-17-2011, 02:56 PM)XxRoCkBaNdMaNxX Wrote: Hello. This is my first custom story/first custom map for ANY GAME that I have ever made. It will probably be very crappy and not very well made (due to me not being able to script.). Here's some details about the story and my progress.

You are a man named Gary Johnson. You are having personal problems, such as depression, for an unknown reason. Your wife goes on a trip to somewhere in the desert, and she dies along the way. She gives you most the things in her will, including a strange artifact she found in the desert. You keep it, and strange things start happening. Such as voices telling you to "Throw it away," or "Give it to me." You ignore them, and keep living, or trying to. You are then taking a nice stroll down an abandond road when you hear something in the bushes. You get weak from fear and fall to the floor. The world goes dark and something wacks you on the head. You wake in a cell and the story begins.


This map will, like said earlier, my first map ever made. I can't script too well and will need help a bit. My map progress so far is:

Map 1: Northern Cells: Map: 10% Scripting: 20%
Map 2: Southern Cells: Map: 0% Script: 0%
Map 3: Abandoned Cells (East Cells): Map: 0% Script: 0%
Map 4: Outer Cells: Map: 90% Script: 98%
Map 5: Water Works: Map: 10% Script: 0%

Estimated Release: (MM/DD/YYYY) 7/??/2011 or 8/??/2011

Pics will be up as soon as I can take them!

EDIT: At the moment for scripting, I'm getting an error. Saying,
FATAL ERROR: Could not load script file Cells4.hps!
main(2,1) : ERR : Expected "," or ";"
main(18,1) : ERR : Unexpected token "{"
main(29,1) : ERR : Unexpected token "{"
main(60,1) : ERR : Unexpected token "{"

I checked my hps, and those lines are correct (As far as I know.)

my 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);
}

{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
}

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 SetEnemyDisableTriggers("servant_grunt_1", "true");

{
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)

{
FadeEnemyToSmoke(servant_grunt_1", "false");
}

{
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", "");
}


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);
}

{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
}

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 SetEnemyDisableTriggers("servant_grunt_1", "true");

{
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}

void MonsterGone(string &in asParent, string &in asChild, int alState)

{
FadeEnemyToSmoke(servant_grunt_1", "false");
}

{
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", "");
}


Try that for your script.


RE: Escape Hell (My First Custom Story) [WIP] - RawkBandMan - 05-17-2011

(05-17-2011, 04:14 PM)betafotball Wrote: Sounds cool. When will you release it?

I am hoping for a July/Augest release. If not, then atleast September.


RE: Escape Hell (My First Custom Story) [WIP] - cook - 05-18-2011

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.


RE: Escape Hell (My First Custom Story) [WIP] - RawkBandMan - 05-18-2011

(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?


RE: Escape Hell (My First Custom Story) [WIP] - cook - 05-18-2011

It would, yes, and you'd have to change the callback syntax to that of a trigger if you haven't done it already.


RE: Escape Hell (My First Custom Story) [WIP] - RawkBandMan - 05-18-2011

(05-18-2011, 02:08 PM)cook Wrote: It would, yes, and you'd have to change the callback syntax to that of a trigger if you haven't done it already.

Alrite. I'd much rather not get my posts here for script help, but I made a different thread for it. I'll post it in the OP.


RE: Escape Hell (My First Custom Story) [WIP] (POSSIBLE CANCELATION! READ INSIDE!) - RawkBandMan - 05-25-2011

I'm thinking of Cancelling this custom story. Why you may ask? 2 reasons.

1. I suck at scripting, and I need help with every damn script I have, and I got an eerie feeling I'm pissing people off with it.

2. My PC hates Amnesia and it crashes 50% of the time on Start Up of the game OR level editor, and It's just too much.

I'm not cancelling it yet, but Im thinking.


RE: Escape Hell (My First Custom Story) [WIP] (POSSIBLE CANCELATION! READ INSIDE!) - Khyrpa - 05-25-2011

(05-25-2011, 04:21 PM)XxRoCkBaNdMaNxX Wrote: I'm thinking of Cancelling this custom story. Why you may ask? 2 reasons.

1. I suck at scripting, and I need help with every damn script I have, and I got an eerie feeling I'm pissing people off with it.

2. My PC hates Amnesia and it crashes 50% of the time on Start Up of the game OR level editor, and It's just too much.

I'm not cancelling it yet, but Im thinking.

1. If you got offended by Ferryadams... srsly don't get, offended, atleast from him! Its just good that there is actually something happening in the forums, be it normal scripting help things or smthing. If everyone who have to ask about scripting should shut up then this forum would be useless kind of.