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    Thread: Castle Dukenstein (production interrupted)
Post: RE: Castle Dukenstein (production interrupted)

Maybe I'm missing something but I cannot think of anything to improve lightning. What exactly do you mean? Like boxlights or entities or maybe billboards? Also I'd like to know what kind of particles ...
Beatlebattle Custom Stories, TCs & Mods 5 4,750 02-19-2011, 07:01 PM
    Thread: Castle Dukenstein (in progress)
Post: RE: Castle Dukenstein (in progress)

http://www.frictionalgames.com/forum/thread-6632.html latest version of the map
Beatlebattle Custom Stories, TCs & Mods 14 11,625 02-19-2011, 03:06 PM
    Thread: Castle Dukenstein (production interrupted)
Post: RE: Castle Dukenstein (production interrupted)

Well I got in this new project and we are thinking of merging this story into it to make one big whole of it. I hope I can get some tips from people who downloaded this story so I can improve certain ...
Beatlebattle Custom Stories, TCs & Mods 5 4,750 02-19-2011, 02:52 PM
    Thread: Castle Dukenstein (production interrupted)
Post: Castle Dukenstein (production interrupted)

Hello again, A few weeks ago I uploaded an early stage of the story. The story is still unfinished but we encountered some problems which made us to stop the story. I'm uploading the results anyway. ...
Beatlebattle Custom Stories, TCs & Mods 5 4,750 02-18-2011, 05:33 PM
    Thread: A larger project
Post: RE: A larger project

HEa I think this a great idea! I'd like some bigger custom stories myself. I've made a story myself but I stopped because I ran into some issues with scripting checkpoints. Made 5 maps so far and my f...
Beatlebattle Custom Stories, TCs & Mods 15 10,506 02-15-2011, 02:23 PM
    Thread: Making checkpoints and make them WORK
Post: RE: Making checkpoints and make them WORK

I'm not familiar with those scripts either. By the way Lev4.hps has 2 times void OnStart() You might wanna change that in yours too since the map isnt loading
Beatlebattle Custom Stories, TCs & Mods 14 10,588 02-08-2011, 03:42 PM
    Thread: Making checkpoints and make them WORK
Post: RE: Making checkpoints and make them WORK

Isn't it possible to just make a save command at the checkpoint and when you die it loads the auto save? I don't know what AutoSave(); is used for but it would rather be much easier to make a save the...
Beatlebattle Custom Stories, TCs & Mods 14 10,588 02-06-2011, 06:34 AM
    Thread: Making checkpoints and make them WORK
Post: RE: Making checkpoints and make them WORK

hmmmmm I don't think I'm able to fix this It's getting quite complicated for me since I'm not that familiar with those terms. Maybe I can find someone who would like to help with the map and give him...
Beatlebattle Custom Stories, TCs & Mods 14 10,588 02-06-2011, 01:55 AM
    Thread: Making checkpoints and make them WORK
Post: RE: Making checkpoints and make them WORK

(02-06-2011, 01:31 AM)Tanshaydar Wrote: Just in the function. I got it working now, the only thing left is to reset the map. When I respawn at the checkpoint I already took the key and the monsters ...
Beatlebattle Custom Stories, TCs & Mods 14 10,588 02-06-2011, 01:43 AM
    Thread: Making checkpoints and make them WORK
Post: RE: Making checkpoints and make them WORK

(02-06-2011, 01:27 AM)Tanshaydar Wrote: You didn't put a name to your checkpoint. Do I have to insert the checkpoint name only in the command itself? or somewhere else too in the .map file?
Beatlebattle Custom Stories, TCs & Mods 14 10,588 02-06-2011, 01:28 AM
    Thread: Making checkpoints and make them WORK
Post: RE: Making checkpoints and make them WORK

(02-06-2011, 01:16 AM)Tanshaydar Wrote: Did you implement them into maps' hps file? I did it like that: Code:CheckPoint("checkpoint2","PlayerStartArea_6","", "", ""); Yes I did but I don't know if m...
Beatlebattle Custom Stories, TCs & Mods 14 10,588 02-06-2011, 01:19 AM
    Thread: Making checkpoints and make them WORK
Post: Making checkpoints and make them WORK

Hello guys, I've use the Checkpoint command but it simply doesn't work. Everytime I die I respawn at the beginning of the map with every single item I picked up and every door unlocked after some eve...
Beatlebattle Custom Stories, TCs & Mods 14 10,588 02-06-2011, 12:33 AM
    Thread: Making enemys smart enough to open doors?
Post: RE: Making enemys smart enough to open doors?

You already got the script to make a monster open a door with a trigger? I would really like to have that one please since I can't figure out how to OPEN an door instead of closing it.
Beatlebattle Custom Stories, TCs & Mods 17 15,064 02-01-2011, 04:46 PM
    Thread: Lowering a metal_bridge_vert with a lever?
Post: RE: Lowering a metal_bridge_vert with a lever?

(02-01-2011, 12:06 AM)Vradcly Wrote: Ill let you know if i do anything similar, but right now I cant help you... I just figured it out how to do it. I copied it somewhere else. Here's the script: v...
Beatlebattle Custom Stories, TCs & Mods 3 3,650 02-01-2011, 12:11 AM
    Thread: Video ratings of your custom maps!
Post: RE: Video ratings of your custom maps!

Hea guys, I was wondering... Are you guys still Video Rating maps? Because the first part of my story is almost finished. (8 maps so far, Castle Dukenstein) Was wondering if you guys had time in a w...
Beatlebattle Custom Stories, TCs & Mods 21 20,725 01-31-2011, 11:26 PM
    Thread: Lowering a metal_bridge_vert with a lever?
Post: RE: Lowering a metal_bridge_vert with a lever?

It seems this might be too difficult. I guess I could try to use only 1 lever for the bridge to lower but I still don't know how. I would really like to have the script because when I got this my stor...
Beatlebattle Custom Stories, TCs & Mods 3 3,650 01-31-2011, 02:49 PM
    Thread: Lowering a metal_bridge_vert with a lever?
Post: Lowering a metal_bridge_vert with a lever?

I've tried to use the script from the campaign but it's way to difficult for me to understand. I've tried some other things like replace the upper bridge with a lower bridge but visually it looks like...
Beatlebattle Custom Stories, TCs & Mods 3 3,650 01-30-2011, 06:43 PM
    Thread: Scripts Recollection - revisited
Post: RE: Scripts Recollection - revisited

Does any1 have the full script for breaking a door open with a crowbar? There is one script in another thread but it isn't complete or some wrong names/items are used in the script I can't get it to w...
Beatlebattle Custom Stories, TCs & Mods 9 7,135 01-30-2011, 04:04 PM
    Thread: Scripts Recollection - revisited
Post: RE: Scripts Recollection - revisited

I'm sorry if I've read over it but I'd like my monster to spot the player immidiatly when it spawns and runs through the map to the player. I know theres a command for it but I don't understand it.
Beatlebattle Custom Stories, TCs & Mods 9 7,135 01-30-2011, 04:15 AM
    Thread: Castle Dukenstein (in progress)
Post: RE: Castle Dukenstein (in progress)

Well I changed the billboards as you said and I think you're right. It does look much better as the 2d looking things :P I followed the tutorial once again and fixed it. I also added more spotlights a...
Beatlebattle Custom Stories, TCs & Mods 14 11,625 01-29-2011, 12:26 AM