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The Sins Of the Father
Mr. Wake Offline
Junior Member

Posts: 7
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Joined: Dec 2012
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#1
The Sins Of the Father

~The Sins~
~Of The Father~

Hello Everyone,

This is my first custom story and my first time posting here so I would love to have some constructive criticism.
Also I realise my early levels and scripting are not great but it does get better I promise. Enjoy!
Requires 'Justine' DLC.


Description:
A shadow is hanging over FrostGlade Manor...

You awake with a hangover in your Fathers mansion in Cornwall. You have no recollection of the past couple of days, probably due to your hangover...


Screenshots:
http://www.mediafire.com/view/?e22c377uzrqe56f


Download/installation:
http://www.mediafire.com/?ncnau7fbtc1muua
Nothing special, Just put it in your custom stories folder and your good to go!


Hope you like playing my custom story and if there any bugs or whatever please let me know Big Grin
(This post was last modified: 12-11-2012, 12:39 PM by Mr. Wake.)
12-06-2012, 08:00 PM
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The chaser Offline
Posting Freak

Posts: 2,486
Threads: 76
Joined: Jun 2012
Reputation: 113
#2
RE: The Sins Of the Father

By what I can see, the 2 pics are a bit empty, don't you think? Wink the two final pics are indeed cool, but I don't like the two first. Too empty. I'm in my laptop, so I will return with feedback when I get home.

THE OTHERWORLD (WIP)
[Image: k6vbdhu]

Aculy iz dolan.
12-06-2012, 08:14 PM
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FlawlessHappiness Offline
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Posts: 3,980
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Joined: Mar 2012
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#3
RE: The Sins Of the Father

(12-06-2012, 08:14 PM)The chaser Wrote: By what I can see, the 2 pics are a bit empty, don't you think? Wink the two final pics are indeed cool, but I don't like the two first. Too empty. I'm in my laptop, so I will return with feedback when I get home.
Agreed Smile

Trying is the first step to success.
12-06-2012, 09:50 PM
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DnALANGE Offline
Banned

Posts: 1,549
Threads: 73
Joined: Jan 2012
#4
RE: The Sins Of the Father

GOnna play in a moment..
Let you know what i think later on......
BRB........

AddEntityCollideCallback("Player", "LoftArea", "collideLoftArea", true, 1);
void collideLoftArea(string &in asParent, string &in asChild, int alState)
{
if(HasItem("LoftKey"))
{
ChangeMap("Attic.map", "StartArea_1", "unlock_door.snt", "close_door.ogg");
}
}
THAT part isn't working...
Why didnt you do it easyer?
Like this :
------------------------------------------
set the LoftArea UNACTIVE in the editor
*****
When you picked up the key :
SetEntityPlayerInteractCallback("LoftKey", "Activateloftscript", true);
void Activateloftscript(string &in asEntity)
{
SetEntityActive("LoftArea" , true);
}
OCould be my fould tho....
For the rest..
A bit empty to me so far..
Less scripts , but it's alright for your first map!
Mapping looks okay, just some minor glitches here and there { it's normal for your first map }
Overall a good cs..
Would like to continue... ill script this one myself...
Try to fix it and this script is really easy to overtake { if you understand it }
(This post was last modified: 12-07-2012, 03:10 AM by DnALANGE.)
12-07-2012, 02:24 AM
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Mr. Wake Offline
Junior Member

Posts: 7
Threads: 1
Joined: Dec 2012
Reputation: 0
#5
RE: The Sins Of the Father

(12-07-2012, 02:24 AM)dnalange Wrote: AddEntityCollideCallback("Player", "LoftArea", "collideLoftArea", true, 1);
void collideLoftArea(string &in asParent, string &in asChild, int alState)
{
if(HasItem("LoftKey"))
{
ChangeMap("Attic.map", "StartArea_1", "unlock_door.snt", "close_door.ogg");
}
}
THAT part isn't working...

I don't know why that isn't working as it seems to work for me everytime. I updated it with what you said so hopefully it works now.

And yes that would have been easier but at the time I didn't realise you could set areas active/inactive.
Thanks for the feedback and let me know if there are any other problems Smile
12-07-2012, 03:09 PM
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DnALANGE Offline
Banned

Posts: 1,549
Threads: 73
Joined: Jan 2012
#6
RE: The Sins Of the Father

(12-07-2012, 03:09 PM)Mr. Wake Wrote:
(12-07-2012, 02:24 AM)dnalange Wrote: AddEntityCollideCallback("Player", "LoftArea", "collideLoftArea", true, 1);
void collideLoftArea(string &in asParent, string &in asChild, int alState)
{
if(HasItem("LoftKey"))
{
ChangeMap("Attic.map", "StartArea_1", "unlock_door.snt", "close_door.ogg");
}
}
THAT part isn't working...

I don't know why that isn't working as it seems to work for me everytime. I updated it with what you said so hopefully it works now.

And yes that would have been easier but at the time I didn't realise you could set areas active/inactive.
Thanks for the feedback and let me know if there are any other problems Smile

It'ss fine!
I am going to check your story now...
yesterday it was getting a bit late Wink
Brb with some info.
12-07-2012, 03:14 PM
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DnALANGE Offline
Banned

Posts: 1,549
Threads: 73
Joined: Jan 2012
#7
RE: The Sins Of the Father

NOW it works fine...BUT..,
Another problem...
I see you didnt do what I said....
Now if i go OUT of the ATTIC i come back in the diningroom...
now i can;t go back to the attic again... think cause of the callback that isn't there anymore..
Do what i said please.. if you want offcourse..
----
SetEntityPlayerInteractCallback("LoftKey", "Activateloftscript", true);
void Activateloftscript(string &in asEntity)
{
SetEntityActive("LoftArea" , true);
}
If you just do this it will work perfectly.
Up to you..
THIS IS THE PROBLEM --->
AddEntityCollideCallback("Player", "LoftArea", "collideLoftArea", true, 1); true---> must be ", false,

OH COME ON!!?!?
There is too much stuff not working my friend...
Always be aware people don't play how the game is ment to...
Like for example..
if some one can't find an item they go back to another map..
with your scriptig atm, there are lots of doors\hatches you can enter once!
Be sure to do false with those kind of scripts...
your story looks very interesting but i can't play like this... i'm very sorry
Fix all of the problems..


Welll.....
i wait when your story is bug\glitch free.
(This post was last modified: 12-07-2012, 05:07 PM by DnALANGE.)
12-07-2012, 04:35 PM
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Mr. Wake Offline
Junior Member

Posts: 7
Threads: 1
Joined: Dec 2012
Reputation: 0
#8
RE: The Sins Of the Father

I have fixed and tested it through and there shouldn't be any more game breaking bugs, I honestly don't know how I missed that. I'm very sorry but it should be fine now.
12-07-2012, 10:46 PM
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Brosive Offline
Senior Member

Posts: 360
Threads: 9
Joined: Nov 2012
Reputation: 3
#9
RE: The Sins Of the Father

Your custom story is good for your first one. Much better than anything I could make, but, i'm stuck.


Spoiler below!
After entering the attic and finding a bucket, string, crowbar, and another hammer, I can't seem to find the key to the garden. I have looked all around the attic and have searched in the other rooms to try to find something to open the garden door. Do you think you could tell me where it is at?

[Image: avenged_sevenfold_banner_by_pngsforfree-d48nxnc.gif]
(This post was last modified: 12-08-2012, 03:48 PM by Brosive.)
12-08-2012, 03:47 PM
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Mr. Wake Offline
Junior Member

Posts: 7
Threads: 1
Joined: Dec 2012
Reputation: 0
#10
RE: The Sins Of the Father

(12-08-2012, 03:47 PM)dabro Wrote: Your custom story is good for your first one. Much better than anything I could make, but, i'm stuck.
I guess I hid that a bit too well Tongue Glad you like it!

Spoiler below!
It's in the garden, in the dog house under a matress
12-08-2012, 04:46 PM
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