Search Results
|
Post |
Author |
Forum |
Replies |
Views |
Posted
[asc]
|
|
|
Thread: Lovely Mr Johnson
Post: RE: Lovely Mr Johnson
(09-16-2011, 11:28 PM)skypeskype Wrote: Cool screenies, bro! You might wanna learn adding a few billboards and some trees outside the windows. That makes the rooms feel a lot more natural. Keep up t... |
|
ZRPT |
Custom Stories, TCs & Mods - Development
|
9 |
9,393 |
09-17-2011, 06:49 AM |
|
|
Thread: Lovely Mr Johnson
Post: RE: Lovely Mr Johnson
|
ZRPT |
Custom Stories, TCs & Mods - Development
|
9 |
9,393 |
09-13-2011, 08:33 PM |
|
|
Thread: How would i go about replacing a picture in a frame?
Post: RE: How would i go about replacing a picture in a ...
I seem to still be having the same problem. |
|
ZRPT |
Development Support
|
14 |
13,701 |
09-07-2011, 04:47 AM |
|
|
Thread: Animations
Post: RE: Animations
(09-05-2011, 04:59 PM)DRedshot Wrote: Hello All!
I've been trying to create some animations in Maya 2011 for a custom enemy I have planned, but i've rn into a few problems, and was hoping somebody ... |
|
ZRPT |
Development Support
|
27 |
21,018 |
09-05-2011, 05:32 PM |
|
|
Thread: How would i go about replacing a picture in a frame?
Post: RE: How would i go about replacing a picture in a ...
Already figured it out lol. Anyways, I think I'll make a video and upload it to the wiki. |
|
ZRPT |
Development Support
|
14 |
13,701 |
09-04-2011, 04:19 AM |
|
|
Thread: Help on getting eddited .dds to show in level editor
Post: RE: Help on getting eddited .dds to show in level ...
Okay I have been having problems with making custom skins for pre-made entities and I honestly JUST at this moment figured it out. I'll be making a video explaining it soon and I'll pm you it first be... |
|
ZRPT |
Development Support
|
8 |
7,037 |
09-03-2011, 12:33 PM |
|
|
Thread: Doors not opening when the propforce function is used
Post: RE: Doors not opening when the propforce function ...
Thanks to all that helped( Your Computer/Acies ) I have go it to work now. The only things I need too add now are some noises and reactions. Thank again! |
|
ZRPT |
Development Support
|
6 |
5,245 |
09-01-2011, 07:54 PM |
|
|
Thread: Doors not opening when the propforce function is used
Post: RE: Doors not opening when the propforce function ...
(09-01-2011, 08:08 AM)Acies Wrote: Then its a matter of numbers. You have set every number to -900. Check which direction the opens (positive or negative x or z) and only apply force or impulse in t... |
|
ZRPT |
Development Support
|
6 |
5,245 |
09-01-2011, 08:14 AM |
|
|
Thread: Doors not opening when the propforce function is used
Post: RE: Doors not opening when the propforce function ...
(09-01-2011, 07:58 AM)Acies Wrote: I usually use the propimpulse. Propforce requires a higher number. Have you checked that the lookat is called? Add a debugmessage or message to it.
Yes the look at... |
|
ZRPT |
Development Support
|
6 |
5,245 |
09-01-2011, 08:02 AM |
|
|
Thread: Doors not opening when the propforce function is used
Post: Doors not opening when the propforce function is u...
I have this area which when a player looks at it, it forces a door to burst open. Here is the coding I have:
Added in onstart:Code:SetEntityPlayerLookAtCallback("wind", "windopen", true);
Another fun... |
|
ZRPT |
Development Support
|
6 |
5,245 |
09-01-2011, 06:46 AM |
|
|
Thread: Looking For Help? Look No More!
Post: RE: Looking For Help? Look No More!
When I try to play a sound it keeps repeating, how can I prevent this?
Here is the line I use Code:PlaySoundAtEntity("", "21_alex_low_freq_rumble.snt", "doorunlock", 0, false);No matter what I do, th... |
|
ZRPT |
Custom Stories, TCs & Mods - Development
|
98 |
79,982 |
08-29-2011, 06:41 PM |
|
|
Thread: Script Areas
Post: RE: Script Areas
Went a little off-topic there but okay lol. |
|
ZRPT |
Development Support
|
14 |
11,091 |
08-29-2011, 03:08 PM |
|
|
Thread: Sound not playing at the right times
Post: RE: Sound not playing at the right times
|
ZRPT |
Development Support
|
2 |
2,836 |
08-28-2011, 08:19 PM |
|
|
Thread: Sound not playing at the right times
Post: Sound not playing at the right times
Code:////////////////////////////
// Run when the map starts
void OnStart()
{
AddUseItemCallback("", "starterroomkey_1", "starterdoor", "Usekeyondoor", true);
AddEntityCollideCallback("Player", "BLAM... |
|
ZRPT |
Development Support
|
2 |
2,836 |
08-28-2011, 11:40 AM |
|
|
Thread: Script Areas
Post: RE: Script Areas
(08-28-2011, 08:12 AM)Obliviator27 Wrote: Odds are he added the AddEntityCollideCallback in a previous function. Most likely the one where you hear the cave-in, or when the door slams shut behind yo... |
|
ZRPT |
Development Support
|
14 |
11,091 |
08-28-2011, 08:27 AM |
|
|
Thread: Script Areas
Post: RE: Script Areas
(08-28-2011, 07:55 AM)GreyFox Wrote: You would make a script area and add this to your script
AddEntityCollideCallback("Player", "ScriptName", "MyFunc", true, -1);
Player= Means when the Player C... |
|
ZRPT |
Development Support
|
14 |
11,091 |
08-28-2011, 08:04 AM |
|
|
Thread: Script Areas
Post: Script Areas
I was wondering what type of script would be used to only activate a features when entering an area in a certain direction. An example would be in the custom story "The Attic" the scene where you get ... |
|
ZRPT |
Development Support
|
14 |
11,091 |
08-28-2011, 07:28 AM |