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Full Version: Stephen Rimmer's Alpha Adventure [Completed] - LAST UPDATE 17TH May
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Are you supposed to be able to combine the hammer and chipper in the servants quarters?
(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.
////////////////////////////
// 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()
{
}
Got some problem...
Spoiler below!
can't find key to servant quarter -,-
Spoiler below!
Poking out from under a book in one of the first rooms before you fall, it has a fireplace.
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
Added 2 new maps in very early stages(no pathing on brutes), and some footage of the 4th map(Servant's Quarter)
(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?
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.
"friends" huh ? I think I know what you mean by that.
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