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Structure Of Construction - X4anco - 05-29-2011

Hello peoples

Me & my friends were wondering in what order do people generally build their games e.g. Map then script etc

-X4anco
(05-29-2011, 05:39 PM)X4anco Wrote: Hello peoples

Me & my friends were wondering in what order do people generally build their games e.g. Map then script etc

-X4anco

PS How would block a player from going into a area?



RE: Structure Of Construction - laser50 - 05-29-2011

Map Or Script, In what order? None of them.

First, you come up with a nice story. Then a location. And then some other ideas. THEN you slowly start making your map Smile


RE: Structure Of Construction - X4anco - 05-29-2011

(05-29-2011, 05:52 PM)laser50 Wrote: Map Or Script, In what order? None of them.

First, you come up with a nice story. Then a location. And then some other ideas. THEN you slowly start making your map Smile

Do you know how to block the player from going into a area and a message is displayed



RE: Structure Of Construction - laser50 - 05-29-2011

About the message, No. But i do know the blocking part.

Entities>Blockbox

This blocks off an area.


RE: Structure Of Construction - Apjjm - 05-29-2011

(05-29-2011, 05:56 PM)X4anco Wrote:
(05-29-2011, 05:52 PM)laser50 Wrote: Map Or Script, In what order? None of them.

First, you come up with a nice story. Then a location. And then some other ideas. THEN you slowly start making your map Smile

Do you know how to block the player from going into a area and a message is displayed

Check out the code in the cistern entrance - there is a blocking entity there to stop you going into the sewers without draining the water.


RE: Structure Of Construction - Kyle - 05-29-2011

Add a script area a little in front of the block box. Lets call it ScriptArea_1. Then in your extra_english.lang you can create the message. Lets call it BlockHint inside the category Message.

Script:

Code:
void OnStart()
{
     AddEntityCollideCallback("Player", "ScriptArea_1", "Func01", false, 1);
}
void Func01(string &in asParent, string &in asChild, int alState)
{
     SetMessage("Message", "BlockHint", 3);
}