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Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May
JMCAutomatic Offline
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#11
RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links]

Are you supposed to be able to combine the hammer and chipper in the servants quarters?
05-07-2011, 12:51 AM
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cook Offline
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#12
RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links]

(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.
(This post was last modified: 05-07-2011, 01:07 AM by cook.)
05-07-2011, 01:00 AM
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JMCAutomatic Offline
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#13
RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links]

////////////////////////////
// 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()
{
}
05-07-2011, 03:25 AM
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Clive Offline
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#14
RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links]

Got some problem...
Spoiler below!
can't find key to servant quarter -,-
05-08-2011, 03:19 AM
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cook Offline
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#15
RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links]

Spoiler below!
Poking out from under a book in one of the first rooms before you fall, it has a fireplace.
05-08-2011, 03:45 AM
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HumiliatioN Offline
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#16
RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - LAST UPDATE 8th May

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

“Life is a game, play it”
(This post was last modified: 05-08-2011, 02:37 PM by HumiliatioN.)
05-08-2011, 02:36 PM
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cook Offline
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#17
RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - LAST UPDATE 8th May

Added 2 new maps in very early stages(no pathing on brutes), and some footage of the 4th map(Servant's Quarter)
(This post was last modified: 05-09-2011, 04:22 AM by cook.)
05-09-2011, 04:13 AM
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Dark Knight Offline
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#18
RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - LAST UPDATE 8th May

(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?
05-09-2011, 08:14 PM
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cook Offline
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#19
RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - LAST UPDATE 10TH May

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.
05-11-2011, 02:14 PM
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skypeskype Offline
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#20
RE: Stephen Rimmer's Alpha Mail Alpha Adventure [WIP with links] - LAST UPDATE 10TH May

"friends" huh ? I think I know what you mean by that.
(This post was last modified: 05-12-2011, 05:40 PM by skypeskype.)
05-12-2011, 05:39 PM
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