Poll

What Do You Think Of Dev Video 3?

Cool
10 (55.6%)
Meh
2 (11.1%)
Sucks
2 (11.1%)
Need To See More Dev Vids
4 (22.2%)

Total Members Voted: 18

Author Topic: The Path | 1/1/2011 - DEV VID 3! [A Mod For Amnesia: Dark Descent]  (Read 3808 times)

The editor used by this engine is primarily event/dragndrop based.
Code: [Select]
void OnStart()
{
SetPlayerActive(false);
FadeOut(0);
AddEntityCollideCallback("Player", "Screamer", "shockshock", true, 1);
AddTimer("wake",5,"TimerWake");
AddTimer("wake2",10,"TimerWake2");
AddTimer("wake",11,"TimerWake3");
FadePlayerRollTo(75, 10, 100);
MovePlayerHeadPos(-1.2f, -0.5f, 0, 10, 0.5f);
SetPlayerCrouching(true);
SetPlayerJumpDisabled(true);
        PlayMusic("level1", true, 0.7f, 1, 0, true);
}

void getlanternp(string &in asEntity)
{
CompleteQuest("Key0", "Quest0");
SetEntityActive("block_box_1",false);
GiveSanityBoost();
FadePlayerRollTo(0, 10, 60);
MovePlayerHeadPos(0, 0, 0, 1, 0.5f);
SetPlayerJumpDisabled(false);
SetPlayerRunSpeedMul(1);
SetPlayerMoveSpeedMul(1);
}

void TimerWake(string &in asTimer)
{
FadeIn(1);
GiveSanityDamage(70.0f, true);
PlaySoundAtEntity("sigh", "headache.snt", "Player", 1.0 / 2, false);

}

void TimerWake2(string &in asTimer)
{
PlaySoundAtEntity("sigh", "warning.snt", "Player", 1.0 / 2, false);
AddQuest("Key0", "Quest0");
}

void TimerWake3(string &in asTimer)
{
SetPlayerActive(true);
SetPlayerRunSpeedMul(0.1f);
SetPlayerMoveSpeedMul(0.1f);
}

void shockshock(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("corpse", 7, 50, "");
GiveSanityDamage(30.0f, true);
AddTimer("stopl",3,"Timerstopl");
SetEntityActive("corpse",true);
PlaySoundAtEntity("sigh", "shriek.snt", "Player", 1.0 / 2, false);
}

void Timerclear(string &in asTimer)
{
GiveSanityDamage(20.0f, true);
PlaySoundAtEntity("sigh", "scare_wood_creak_walk.snt", "Player", 1.0 / 2, false);
}

void Timerstopl(string &in asTimer)
{
FadeOut(2);
StopPlayerLookAt();
SetEntityActive("Screamer", false);
SetEntityActive("corpse",false);
FadeIn(4);
GiveSanityDamage(10.0f, true);
AddTimer("clear",3,"Timerclear");
}

void OnLeave()
{
SetupLoadScreen("", "", 1, "asdf.jpg");
}

Somewhat but it still can get confusing.

It's very similar to ActionScript or whatever the hell powers DooMBuilder's script editor.

shall i start a betting pool.

You know what? Here's a bet. If I don't finish this mod I'll never post another project on the forums again. But if I do complete it... Well... I dunno you state your bet.

You know what? Here's a bet. If I don't finish this mod I'll never post another project on the forums again. But if I do complete it... Well... I dunno you state your bet.
suk my rooster
buy me a cheapo steam game. :cookieMonster:
if you feel like it.

suk my rooster
buy me a cheapo steam game. :cookieMonster:
if you feel like it.

So if I win I have to buy you a game? What?

Holy forget I just creeped myself out.

I just added an event so that when you're walking down a hallway a monster spawns and your player becomes immobile. The monster runs towards you and just as he's about to reach you he bursts into a small cloud of dust. D:

You then regain control over the player.

Now I just need to make the hallway look fancy and I'm set.

So what made you wanna make this?

hey keo, where's my credit for giving you that one secret area?  :cookieMonster:

Yeah lol. I'm going to make my mod hella hard. Going to be like three monsters in the house. Rape at first level ftw!
just like ultimate spiderman

Whats the objective for the player?


quit using the loving hunter jump noise :ARGH:

quit using the loving hunter jump noise :ARGH:

Once again it's just a place holder until I find a better sound.

PlaySoundAtEntity("scare", "react_scare.snt", "Player", 0, false);
???

PlaySoundAtEntity("scare", "react_scare.snt", "Player", 0, false);
???

I've already overused that sound. no u

That's just the player gasping. It's not nearly as loud enough to scare the user.

PlaySOundAtEntity("scare", "react_stuffyourpants.snt", "Player", 0, true);

Eh?