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Ensure player has Justine?
ElectricRed Offline
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Posts: 106
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Joined: Jun 2012
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#1
Ensure player has Justine?

Hello,

So my custom story is nearing completion, and many assets are taken from the Justine expansion pack. Without it, progress in the game would be hindered at some points. Is there a way to ensure the player has Justine installed before starting the opening cutscene?

I realize that I could just write that my custom story requires Justine in large, bold letters but based on what I've seen I'm sure many people still wouldn't listen. I don't want to risk my story being rated badly on ModDB for people not reading instructions.

So would there be any way to do this?

Thanks!
- ElectricRed

[Image: 9lkjf4.jpg]

01-21-2013, 05:23 AM
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FlawlessHappiness Offline
Posting Freak

Posts: 3,980
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Joined: Mar 2012
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#2
RE: Ensure player has Justine?

Of course they will listen!
It's their own fault if they don't have it installed yet.

It's free and it includes new entities and whole new story.

What's the reason to not do it?


Just write it on the custom story, when you release it.

Most players already have the update, because nearly every custom story requires the patch now.

Trying is the first step to success.
01-21-2013, 06:48 AM
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Damascus Offline
Senior Member

Posts: 646
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#3
RE: Ensure player has Justine?

What I do is put a Justine asset right in the first map, and then have the script try to detect it.

void OnStart()
{
if (GetEntityExists("violin_1"))
{
AddTimer("Intro", 0, "TimerIntro");
}
else
{
AddTimer("", 0, "NoJustine");
}
}

In the NoJustine timer I instantly end the game with custom credits that tell the player to get Justine.

01-21-2013, 08:01 AM
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TheGreatCthulhu Offline
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Posts: 213
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Joined: Oct 2010
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#4
RE: Ensure player has Justine?

That is actually pretty clever! I love it.
01-21-2013, 09:10 AM
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FlawlessHappiness Offline
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Posts: 3,980
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#5
RE: Ensure player has Justine?

But it IS the players own problem, since he is messing with his own experience of the CS.

If you just ensure to inform the player, then there's no problem.

We cannot make everything userfriendly.

Trying is the first step to success.
01-21-2013, 09:50 AM
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TheGreatCthulhu Offline
Member

Posts: 213
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Joined: Oct 2010
Reputation: 32
#6
RE: Ensure player has Justine?

Yes, you're right, the download page should have all the info and links required, and the player/user/client should make sure to follow them. But what Damascus suggested is easy enough to do and it conveys the message in case the player didn't see/follow the instructions, and it does so in esthetically pretty decent way, so I don't see why not do it.
(This post was last modified: 01-21-2013, 10:36 AM by TheGreatCthulhu.)
01-21-2013, 10:35 AM
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ElectricRed Offline
Member

Posts: 106
Threads: 13
Joined: Jun 2012
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#7
RE: Ensure player has Justine?

(01-21-2013, 08:01 AM)Damascus Wrote: What I do is put a Justine asset right in the first map, and then have the script try to detect it.

void OnStart()
{
if (GetEntityExists("violin_1"))
{
AddTimer("Intro", 0, "TimerIntro");
}
else
{
AddTimer("", 0, "NoJustine");
}
}

In the NoJustine timer I instantly end the game with custom credits that tell the player to get Justine.
Wow, this is actually a great idea! Thanks.

(01-21-2013, 09:50 AM)BeeKayK Wrote: But it IS the players own problem, since he is messing with his own experience of the CS.

If you just ensure to inform the player, then there's no problem.

We cannot make everything userfriendly.
Whether it's the player's problem or not, that still leaves them with a bad impression of my custom story and it leaves me with dozens of people asking for help.

[Image: 9lkjf4.jpg]

01-21-2013, 05:35 PM
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Daemian Offline
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Posts: 1,129
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#8
RE: Ensure player has Justine?

void OnStart()

{
if (GetEntityExists("violin_1") == false)
{
SetMessage( "Messages". "GetJustinePlz", 10 );
SetEntityActive( "FastGrunt1", true );
return;
}

01-21-2013, 10:04 PM
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