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    Thread: Problem With "AddPlayerBodyForce" Func
Post: RE: Problem With "AddPlayerBodyForce" Func

You're using values like 2.0, and -4.0. To get any significant result, I needed to go as high as 500.0, or 2000.0 (in some cases, 4500.0). Not only that, but i had to apply that value every twentiet...
Entih Custom Stories, TCs & Mods 6 5,736 10-24-2010, 02:52 AM
    Thread: How to set up a dev environment?
Post: RE: How to set up a dev environment?

No, putting the map into the main game's map folder is a silly solution because of the issues it presents when adding other content (which must also put into main game folders, then re-located at time...
Entih Custom Stories, TCs & Mods 3 3,747 10-21-2010, 05:46 PM
    Thread: Problem with "dev" mode
Post: RE: Problem with "dev" mode

If the problem is the map, just don't use the configuration that auto-loads the map. Go into the main_settings.cfg and set 'ShowMenu' to true, and just load your custom story through the custom story...
Entih Custom Stories, TCs & Mods 2 3,202 10-21-2010, 05:42 PM
    Thread: Cursed Summoning, part one
Post: RE: Cursed Summoning, part one

Unless the Mac version suddenly makes the script function in question do nothing, it should not be so. And its the same precise function which makes the player move horizontally in the scenes, but yo...
Entih Showcase 26 38,392 10-18-2010, 06:24 AM
    Thread: Cursed Summoning, part one
Post: RE: Cursed Summoning, part one

Wait, you don't even levitate when you snag the lantern? Very, very odd... Try reinstalling the story, but that shouldn't change a thing, I don't use anything special to accomplish it.
Entih Showcase 26 38,392 10-18-2010, 05:29 AM
    Thread: Cursed Summoning, part one
Post: RE: Cursed Summoning, part one

As close to one as I was willing to work to put in, haha. The decision to add it was late, after I had completed the cellar itself, so I wasn't going to go too elaborate, lest I go crazy with it and ...
Entih Showcase 26 38,392 10-18-2010, 03:38 AM
    Thread: Cursed Summoning, part one
Post: RE: Cursed Summoning, part one

Frontcannon: Can't say I agree with you on the notes yet, I merely wrote them in the natural way that came to me considering the personality I decided on for their author characters. I consider them ...
Entih Showcase 26 38,392 10-18-2010, 02:44 AM
    Thread: Cursed Summoning, part one
Post: RE: Cursed Summoning, part one

Heh, no matter where you go, you will find someone who doesn't like the file hosting service you use, so honestly I just use whichever one I remember exists first. And trust me, those screenshots are...
Entih Showcase 26 38,392 10-17-2010, 05:59 PM
    Thread: Script is just... broken?
Post: RE: Script is just... broken?

Alright, now you're thinking in terms of scripting! That should actually work, but you'd have to make sure the note was physics-static so it wouldn't move when bumped, and when you add the callback, ...
Entih Custom Stories, TCs & Mods 16 10,910 10-17-2010, 01:43 AM
    Thread: Cursed Summoning, part one
Post: RE: Cursed Summoning, part one

I didn't want too much oil in there. You don't need it. I also intentionally put in a very specific number of tinderboxes.
Entih Showcase 26 38,392 10-16-2010, 11:53 PM
    Thread: Area Problems
Post: RE: FALAL ERROR: Unexpected end of line

Looks like you forgot a semicolon after 'CompleteQuest("Door02","Door02")' If that doesn't fix it, try removing the 'END' comment. Sometimes, script and code can be sensitive to where the end of fil...
Entih Custom Stories, TCs & Mods 10 8,835 10-16-2010, 09:58 PM
    Thread: Cursed Summoning, part one
Post: Cursed Summoning, part one

Ah, finally, feels like I have been working on this for an eternity. Unreliable schedule for working on things like this, what with school and work. And to think, some people thought I'd never finis...
Entih Showcase 26 38,392 10-16-2010, 09:14 PM
    Thread: PlayerLookAtCallback not working
Post: RE: PlayerLookAtCallback not working

Nope, putting something in there will make the game fail to understand it completely. You see, to the game 'LookAtCorpses' is the same as a function like 'RemoveItem' or 'SetSwingDoorClosed'. These ...
Entih Custom Stories, TCs & Mods 6 5,190 10-16-2010, 08:25 PM
    Thread: Fatal Error Script
Post: RE: Fatal Error Script

The error says there is an issue on line six. Now observe the error it tells you. You must learn to read the error and find whats wrong by what it says. Spoiler below! Semicolon after tha...
Entih Custom Stories, TCs & Mods 2 2,843 10-16-2010, 06:08 PM
    Thread: PlayerLookAtCallback not working
Post: RE: PlayerLookAtCallback not working

Haha, I never knew there were parameters for the look-at callback function, I have just been using empty parameter lists, like "void CellarLookView()". I did notice that it would behave weirdly like ...
Entih Custom Stories, TCs & Mods 6 5,190 10-16-2010, 06:04 PM
    Thread: Script is just... broken?
Post: RE: Script is just... broken?

Eh? I just used the diary page pickup callback myself, it works perfectly fine (aside from the fact that it triggers and never opens the diary in journal automatically, not quite sure how Amnesia wor...
Entih Custom Stories, TCs & Mods 16 10,910 10-16-2010, 05:58 PM
    Thread: Script is just... broken?
Post: RE: Script is just... broken?

I found a semi-alternative, based on how they did it in the game in the Archives. Use the item 'diary_paper_01'. It has a diary pickup callback, apparently (info on the callback function parameters ...
Entih Custom Stories, TCs & Mods 16 10,910 10-16-2010, 03:08 AM
    Thread: Script is just... broken?
Post: RE: Script is just... broken?

If you want something to trigger when you pick up the note, a standard interact callback should work fine. At least in theory such would work fine, haven't tested.
Entih Custom Stories, TCs & Mods 16 10,910 10-16-2010, 02:37 AM
    Thread: Script is just... broken?
Post: RE: Script is just... broken?

No, a number like '0.0f' represents that it is a floating point value, IE uses a decimal. It is the proper notation in C++ when working with float values, and by extension this script, though this sc...
Entih Custom Stories, TCs & Mods 16 10,910 10-15-2010, 06:15 PM
    Thread: Opening Door Script not working
Post: RE: Opening Door Script not working

Yes, but force is, however, what I had used to open doors in my own map, to complete success, as seen in the following code snippet. Code:void MainhallDoorTouch(string &in entity) {   &...
Entih Custom Stories, TCs & Mods 9 8,589 10-15-2010, 05:48 PM