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SOS major agrippa issue
Apjjm Offline
Is easy to say

Posts: 496
Threads: 18
Joined: Apr 2011
Reputation: 52
#6
RE: SOS major agrippa issue

I can confirm that not pulling the switch will leave Agrippa's neck enjoying a pleasant breeze, as i decided not to save him on my second playthrough. Further confirmation from the scripts below:

From the first nave map:
void ChangeChannelingLever(string &in asEntityName, int alState)
{
    if(alState != 1) return;
    
    AddDebugMessage("Turned channeling on chaneling machine!", false);
    
    //Stop any strained talking going on
    StopAgrippaStrainedSpeak();
    
    //Lever is now stuck and will not move.
    SetLeverStuckState("channeling_machine_lever_1", alState, true);
    
    SetLocalVarInt("AgrippaVoiceMachineOn",1);
    
    SetGlobalVarInt("AgrippaActivatedIn21", 1);    //Agrippa is awake in 26 too
    
    AddTimer("AgrippaNormalTalkStart", 2, "TimerAgrippaNormalTalkStart");
    
    //Add effects on machine
    CreateParticleSystemAtEntity("ChannelingMachinePS", "ps_channeling_machine_smoke", "AreaChannelingMachine", true);
    
    PlaySoundAtEntity("ChannelingMachineStart","21_cm_reverse_low.snt", "AreaChannelingMachine", 0.05, false);
    PlaySoundAtEntity("ChannelingMachineRunning","21_channeling_machine.snt", "AreaChannelingMachine", 2.0, true);
}
Notice the SetGlobalVarInt line. This global variable determines if agrippa has a head in the second nave visit:
void InitAgrippa()
{
    // Check if player has awakend agrippa in 21, if not make Agrippa dead.
    if(GetGlobalVarInt("AgrippaActivatedIn21") != 1)
    {
        SetEntityActive("agrippa_2", false);
        SetEntityActive("agrippa_headless_1", true);
        SetEntityActive("AreaAgrippa", false); //Turn off no item use on corpse is possible.
        
        StopSound("Sound_60", 0.0f); //Channeling machine
        DestroyParticleSystem("ParticleSystem_62"); //Channeling machine
        
        SetLocalVarInt("AgrippaDead",1);
        
        SetEntityActive("bone_saw_1", false);
        
        InitWaterLurker();
    }
    else
        InitMissingIngredients();
}
So, going to have to load a save from just before you were captured and save him if you want the Agrippa ending.
(This post was last modified: 06-22-2011, 12:31 AM by Apjjm.)
06-22-2011, 12:30 AM
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Messages In This Thread
SOS major agrippa issue - by IceLemon - 06-19-2011, 02:28 PM
RE: SOS major agrippa issue - by Doctorcheese - 06-19-2011, 04:58 PM
RE: SOS major agrippa issue - by Som1Lse - 06-19-2011, 06:33 PM
RE: SOS major agrippa issue - by IceLemon - 06-20-2011, 04:04 PM
RE: SOS major agrippa issue - by skypeskype - 06-22-2011, 08:31 AM
RE: SOS major agrippa issue - by nofsky - 06-21-2011, 07:41 PM
RE: SOS major agrippa issue - by Apjjm - 06-22-2011, 12:30 AM
RE: SOS major agrippa issue - by IceLemon - 06-22-2011, 10:50 AM
RE: SOS major agrippa issue - by TGST - 06-22-2011, 11:50 AM
RE: SOS major agrippa issue - by FrozenStar - 06-23-2011, 09:02 AM
RE: SOS major agrippa issue - by Brennenburg - 06-25-2011, 07:42 AM
RE: SOS major agrippa issue - by IceLemon - 06-26-2011, 02:02 PM



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