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    Thread: Custom logo for my FC
Post: RE: Custom logo for my FC

(02-20-2013, 03:30 PM)Smoke Wrote: Oh, nevermind. It just picked the Amnesia logo again... I'm not sure, I have all the paths right, I've tried it in .png and .tga and it still doesn't work.. I trie...
Mackiiboy Development Support 12 8,530 02-20-2013, 03:58 PM
    Thread: Custom logo for my FC
Post: RE: Custom logo for my FC

(02-20-2013, 02:41 PM)JustAnotherPlayer Wrote: I think .png's doesn't work. Use TGA's. .png should work just fine, I've used it several times for game menu logos. Make sure that the directory path...
Mackiiboy Development Support 12 8,530 02-20-2013, 03:06 PM
    Thread: [Sound] Looking for a saw sound.
Post: RE: [Sound] Looking for a saw sound.

I've been searching for sounds, but I could just find good sounds from paper shredding machines. My suggestion would be using a sound from an other machine that is running and try to find other sounds...
Mackiiboy Development Support 3 2,632 01-20-2013, 06:52 PM
    Thread: Shaking Room
Post: RE: Shaking Room

(01-18-2013, 03:50 PM)assassinhawk45 Wrote: I'm new to Amnesia scripting and I do not know how to make an area shake. I've seen it before in other stories, but I can not figure it out. Another thing...
Mackiiboy Development Support 8 5,481 01-18-2013, 04:08 PM
    Thread: Map music overwrites monster music
Post: RE: Map music overwrites monster music

Your game music priority is too high, it is higher than the monsters music, and therefore you'll just hear the game music. If I remember right, I think the monsters music priority is 1.0. You are usin...
Mackiiboy Development Support 4 2,769 12-05-2012, 11:45 AM
    Thread: Enemies break doors faster
Post: RE: Enemies break doors faster

1. Open ModelEditor 2. Press file -> Open, and open up servant_grunt.ent 3. Press Settings -> User defined variables 4. Scroll down till' you find BreakDoorAttackDamage [Image: http://uploadpi...
Mackiiboy Development Support 11 6,997 11-16-2012, 03:45 PM
    Thread: Monsters don't disappear when die
Post: RE: Monsters don't disappear when die

Every time you use some kind of enemies or if it is possible to die in one or another way, checkpoints is a great feature to use to have control over spawning areas and things that should happen after...
Mackiiboy Development Support 4 3,484 11-15-2012, 03:04 PM
    Thread: Furniture - messing up and random filling
Post: RE: Furniture - messing up and random filling

You do just have to place script-areas inside one drawer. After that, you could just combine and create a compound of the drawer and the script-areas and duplicate the compound and place it somewhere ...
Mackiiboy Development Support 7 4,790 10-23-2012, 07:26 PM
    Thread: Furniture - messing up and random filling
Post: RE: Furniture - messing up and random filling

Yea, there is probably many different ways to generate random entities. I have figured out one way to make it possible with a short, simple script: Code:void OnStart() {     Ran...
Mackiiboy Development Support 7 4,790 10-23-2012, 06:47 PM
    Thread: Making fire
Post: RE: Making fire

It is possible to modify and resize a fire particle-file in the particle editor and create a new, bigger one. Try to experiment with different values and see what you get! . (08-26-2012, 07:29 PM)i367...
Mackiiboy Development Support 4 2,783 08-26-2012, 07:54 PM
    Thread: What's the best PS to use for rushing water?
Post: RE: What's the best PS to use for rushing water?

When I created a waterfall, I used the entity "sewerduct_water.ent" for the waterfall, and "ps_impact_water_wheel_splash_highest.ps" for the splashes. I modified "ps_impact_water_wheel_splash_highest....
Mackiiboy Development Support 3 2,922 08-25-2012, 09:20 AM
    Thread: music error
Post: RE: music error

As YC said, "PlayMusic takes only one string", which means, you can't have two of them. Remove the red-marked string from PlayMusic: PlayMusic("", "scary.ogg", true, 0.0, 2, 0, true); It should be:...
Mackiiboy Development Support 13 8,429 08-20-2012, 08:43 PM
    Thread: Gobo animation sync issue
Post: Gobo animation sync issue

Hello! I have a problem, I can not sync the gobo animation of a spotlight to perform the animation in the right time. I have a television that should play a short movie with 100 frames during 15 se...
Mackiiboy Development Support 0 1,470 08-15-2012, 04:57 PM
    Thread: Billboards
Post: RE: Billboards

A good tip would be to open up a map from the game and check how they did it :] . (08-01-2012, 11:01 AM)tratolak Wrote: So im pretty good doing at scripting :rolleyes: ,but now i want some further ma...
Mackiiboy Development Support 3 2,765 08-01-2012, 11:08 AM
    Thread: How i can reload script area when i die ? And how to create loopable sounds ?
Post: RE: How i can reload script area when i die ? And ...

I'll try to simplify it a bit more than I did in the 1st thread. I suppose you have a collide callback function or something similar that spawns the monster, right? Inside that function that activates...
Mackiiboy Development Support 11 8,497 07-31-2012, 09:22 PM
    Thread: how do timers work?
Post: RE: how do timers work?

Something like this would do. Feel free to change all the function/torch names, and modify the timers! For this, you will need a script area named TorchCollideArea, and a hallway with some torches. Wh...
Mackiiboy Development Support 6 4,754 07-31-2012, 09:02 PM
    Thread: Restore rusty valve when you die (still unsolved)
Post: RE: Restore map when you die

There might be needed a lot of scripting to reset a whole map, depending on how many entities and script areas there are in the map. It might be more things to reset, like local variables, particle sy...
Mackiiboy Development Support 17 9,939 07-31-2012, 03:59 PM
    Thread: Walking script
Post: RE: Walking script

From the Engine scripts: Code:void MovePlayerForward(float afAmount) “REQUIRES THE 1.2 PATCH: JUSTINE” Moves the player forward. It needs to be called in a timer that updates 60 times / second.I hav...
Mackiiboy Development Support 3 2,546 07-31-2012, 11:36 AM
    Thread: how do timers work?
Post: RE: how do timers work?

If you want the torches to be lit at the beginning while entering, you could just press on the [] lit box on every entity in the Level Editor. If you want the torches to be lit by scripting it, you w...
Mackiiboy Development Support 6 4,754 07-31-2012, 09:56 AM
    Thread: Some complicated stuff!
Post: RE: Some complicated stuff!

I'm afraid you will have to turn your custom story into a full conversion if you already have not done that, if you want to disable auto health regain. It's possible to modify the speed of regain in t...
Mackiiboy Development Support 17 11,633 07-29-2012, 11:00 PM