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Ohh, thank you Kia! I exported the whole room as a compound which I guess is why it didn't show up. Smile
And I'll wait till Hardarm is done.
This is my map, it's still uncomplete xD

You can start building from wherever you want just don't go down to my level please Tongue

http://www.mediafire.com/download/wufv4n...ds2_07.map

Rename the hps to ...2_07 since nothing has changed yet
This is the script file that goes with Hardarm's version of the map:

Spoiler below!

PHP Code:
///////////////////
//KIANDRA'S ROOMS//
///////////////////
void func_unlock(string &in asEntityint alState)
{
if (
alState == 1)
{
    
SetSwingDoorLocked("castle_arched01_1"truetrue);
    
SetSwingDoorClosed("castle_arched01_1"truetrue);
}

if (
alState == -1)
{
    
SetSwingDoorLocked("castle_arched01_1"falsetrue);
    
SetSwingDoorDisableAutoClose("castle_arched01_1"true);
    
AddPropForce("castle_arched01_1"0.0f0.0f, -1000.0f"World");
}
}

//////////////////////
//Romulator's Map(s)//
//////////////////////
void turnphono(string &in asEntityint alState)
{
    
SetWheelInteractionDisablesStuck(asEntityfalse);
    
SetWheelStuckState(asEntityalStatefalse);
    
//PlayPhono(1, 1, 4, asEntity);
    
PlayMusic("09_amb_safe.ogg"false35.0f7.0f7false);
    
SetEntityActive("ScrStopMusic"true);
}
    
void stop_the_music(string &in asParentstring &in asChildint alState)
{
    
StopMusic(10.0f7);
}
    
    
///////////////////
//Nikson's Rooms//
///////////////////
void func_secret_door(string &in asEntityint alState)
{
    if (
alState == 0)
   {
        
SetMoveObjectState("castlebase_secret_door_1"1);
        
SetLeverStuckState(asEntity1true);
   }
}
    
void func_mus(string &in asParentstring &in asChildint alState)
{
    
PlayMusic("09_amb_safe.ogg"false10.0f5.0f0false);
}

///////////////////
//Flawless' Rooms//
///////////////////

void FlawlessStopMusic(string &in asParentstring &in asChildint alState)
{
    
StopMusic(30);
}
    
void FlawlessNonSuspiciousScare(string &in asParentstring &in asChildint alState)
{
    
AddTimer("SlowPlayer_1"1.0f"NonSuspiciousTimer");
    
AddTimer("SlowPlayer_2"1.5f"NonSuspiciousTimer");
    
AddTimer("SlowPlayer_3"2.0f"NonSuspiciousTimer");
    
    
AddTimer("HeartBeat_1"1.0f"NonSuspiciousTimer");
    
AddTimer("HeartBeat_1"2.0f"NonSuspiciousTimer");
    
AddTimer("HeartBeat_1"3.0f"NonSuspiciousTimer");
    
AddTimer("HeartBeat_1"4.0f"NonSuspiciousTimer");
    
AddTimer("HeartBeat_1"5.0f"NonSuspiciousTimer");
    
AddTimer("HeartBeat_1"6.0f"NonSuspiciousTimer");
    
    
AddTimer("Fade"8.0f"NonSuspiciousTimer");
    
AddTimer("ClearAndFadeOut"9.0f"NonSuspiciousTimer");
    
AddTimer("SetPlayerActive"10.0f"NonSuspiciousTimer");
    
    
AddTimer("ZoomScare"7.0f"NonSuspiciousTimer");
    
    
AddTimer("StopThescaaaawycreaks"5.0f"NonSuspiciousTimer");
    
    
FadePlayerFOVMulTo(2.0f0.5f);
    
    
SetPlayerLookSpeedMul(0.3f);
    
StartPlayerLookAt("LookAtThisGuy"23"");
    
    
PlaySoundAtEntity("Heartbeat""sanity_heartbeat.snt""Player"0.0ffalse);
    
    
PlayMusic("20_event_darkness.ogg"false540false);
    
}

void NonSuspiciousTimer(string &in asTimer)
{
    if(
asTimer == "SlowPlayer_1")
    {
        
SetPlayerMoveSpeedMul(0.75f);
        
CreateParticleSystemAtEntity("Dust_1""ps_dust_falling_rumble.ps""AreaDust_1"false);
    }
    
    if(
asTimer == "SlowPlayer_2")
    {
        
SetPlayerMoveSpeedMul(0.5f);
        
CreateParticleSystemAtEntity("Dust_2""ps_dust_falling_rumble.ps""AreaDust_2"false);
    }
    
    if(
asTimer == "SlowPlayer_3")
    {
        
SetPlayerMoveSpeedMul(0.25f);
        
StartScreenShake(0.075f022);
        
PlaySoundAtEntity("Scaaaawycreaks""00_creak.snt""Player"2.0ffalse);
    }
    
    if(
asTimer == "StopThescaaaawycreaks")
    {
        
StopSound("Scaaaawycreaks"2.0f);
    }

    if(
asTimer == "ZoomScare")
    {
        
SetPlayerActive(false);
        
FadePlayerFOVMulTo(0.0001f4.0f);
        
SetPropActiveAndFade("ThisGuy"true1);
        
PlaySoundAtEntity("WallStomp""scare_wall_stomp.snt""Player"0.0ffalse);
        
FadeImageTrailTo(3.0f10.0f);
    }
    
    if(
asTimer == "HeartBeat_1")
    {
        
PlaySoundAtEntity("Heartbeat""sanity_heartbeat.snt""Player"0.0ffalse);
    }
    
    if(
asTimer == "Fade")
    {
        
AddDebugMessage("FADE"false);
        
FadeImageTrailTo(10.0f10.0f);
    }
    
    if(
asTimer == "ClearAndFadeOut")
    {
        
StopPlayerLookAt();
        
SetEntityActive("ThisGuy"false);
        
AddDebugMessage("CLEAR"false);
        
FadePlayerFOVMulTo(1.0f10.0f);
        
SetPlayerMoveSpeedMul(1.0f);
        
FadeImageTrailTo(0.0f1.0f);
        
SetPlayerLookSpeedMul(1.0f);
    }
    
    if(
asTimer == "SetPlayerActive")
    {
        
AddDebugMessage("ACTIVE"false);
        
SetPlayerActive(true);
    }
}

void PlayerInteractSecretPassage(string &in asEntity)
{
    
AddLocalVarInt("PassageHitCount"1);
    
AddTimer("TimerDecreaseHitCount"0.5f"TimerDecreaseHitCount");    
    
    if(
GetTimerTimeLeft("PassageBreakMessagePaused")==0)
    {
        
PlayGuiSound("impact_rock_low3.ogg"1.0f);
        
PlayGuiSound("15_rock_break"0.7f);
    }
    
    
int lInteractedCount GetLocalVarInt("PassageHitCount");
    
    
int lDebrisArea RandInt(14);
    
CreateParticleSystemAtEntity("PSPassageDebris"+lDebrisArea"ps_dust_impact.ps""PassageInteractDebris_"+lDebrisAreafalse);
    
    
AddDebugMessage("Adding debris PS to PassageInteractDebris_"+lDebrisAreafalse);
    
    if(
lInteractedCount==3)
    {
        
SetPropHealth("mansionbase_secret_passage_1"0);
    }
}

void TimerDecreaseHitCount(string &in asTimer)
{
    
AddLocalVarInt("PassageHitCount", -1);
}
    
    
void OnStart()
{
    
///////////////////
    //KIANDRA'S ROOMS//
    ///////////////////
    
SetEntityConnectionStateChangeCallback("lever_small01_1""func_unlock");
    
SetEntityConnectionStateChangeCallback("lever_simple01_1""func_unlock");
    
SetEntityConnectionStateChangeCallback("lever_small01_2""func_unlock");
    
    
//////////////////////
    //Romulator's Map(s)//
    //////////////////////
    
AddEntityCollideCallback("Player""ScrStopMusic""stop_the_music"false1);
    
    
///////////////////
    //Nikson's Rooms//
    ///////////////////
    
AddEntityCollideCallback("Player""ScrMus""func_mus"false1);
    
SetEntityConnectionStateChangeCallback("lever_simple01_2","func_secret_door");

    
///////////////////
    //Flawless' Rooms//
    ///////////////////
    
AddEntityCollideCallback("Player""AreaStopMusic_1""FlawlessStopMusic"true1);
    
AddEntityCollideCallback("Player""AreaNotScareAtAll_1""FlawlessNonSuspiciousScare"true1);
    for(
int i=1;i<=7;i++) AddEntityCollideCallback("rock_small_"+i"mansionbase_secret_passage_1""CollideHint"true1);
}
void Intro()
{

}
void OnEnter()
{
    
}
void OnLeave()
{
    
//////////////////////
    //Romulator's Map(s)//
    //////////////////////
    
    //Just in case someone leaves while the music is playing
    
    //Because there will be a time where someone flips their table, screams "ALRIGHT, I'M OUT!!!", and then leaves... -Flawless
    
StopMusic(5.0f7);    



Just copy-paste that into notepad++ or geany and save as ManyHands2_07, should work then in case whoever goes next wants to modify the script c:

(So you don't have to download a previous version of the map just to download the script)
Can I get the updated map now? Big Grin
(04-18-2014, 10:41 PM)Hardy Floppy Arm Wrote: [ -> ]http://www.mediafire.com/download/wufv4n...ds2_07.map

Right there m'dear :D
Grab it and run while you can :p

I believe Hardarm's building off of the area next to Flawless' room (the one with the Alexander portrait) so you might want to build off of the one with the giant hole in between the two floors (and an examine area).

Just make another post here saying that you grabbed the map so anyone else that pops up knows you've seen this post and started working c: Basically, you have 8 hours from when you make the post saying "I have the map, so back off you mapping-addicted forum members; it's my turn!" :D
I'm grabbin' it! Big Grin

Edit: I allowed to build next to Flawless' or your room(s)? Right?
Correct c:
Okay... when I opened the whole ManyHands8 map in game it started acting weird...
The whole room turned into a mess and objects just started flying around the room and swing doors from other rooms keep opening... I can hear it. I did not touch the script as it's undone, so is the map. Any ideas what this might be?
I am seriously scared... I don't know where did I go wrong...

----------------------------------------------------------------

Here's my undone map, I gotta go places now. I will finish it when I get back. The next person can build their room in the meantime. Just don't build by my room, there's another room I gotta do, and there will be fixes. THERE WILL BE FIXES. Which will probably be ManyHands2_11 or something as a major update for my area. That's it. Big Grin
Not taking it just now, because my map is done, but I'd just like to say:

PHP Code:
//Because there will be a time where someone flips their table, screams "ALRIGHT, I'M OUT!!!", and then leaves... -Flawless 
Thanks Flawless :3 That's a great little addition there ^.^
Yes especially since that candlestick in my area is most probably secretly summoning a demon Tongue
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