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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... |
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Mackiiboy |
Development Support
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12 |
8,530 |
02-20-2013, 03:58 PM |
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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... |
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Mackiiboy |
Development Support
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12 |
8,530 |
02-20-2013, 03:06 PM |
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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... |
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Mackiiboy |
Development Support
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3 |
2,632 |
01-20-2013, 06:52 PM |
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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... |
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Mackiiboy |
Development Support
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8 |
5,481 |
01-18-2013, 04:08 PM |
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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... |
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Mackiiboy |
Development Support
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4 |
2,769 |
12-05-2012, 11:45 AM |
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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... |
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Mackiiboy |
Development Support
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11 |
6,997 |
11-16-2012, 03:45 PM |
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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... |
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Mackiiboy |
Development Support
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4 |
3,484 |
11-15-2012, 03:04 PM |
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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 ... |
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Mackiiboy |
Development Support
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7 |
4,790 |
10-23-2012, 07:26 PM |
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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... |
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Mackiiboy |
Development Support
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7 |
4,790 |
10-23-2012, 06:47 PM |
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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... |
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Mackiiboy |
Development Support
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4 |
2,783 |
08-26-2012, 07:54 PM |
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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.... |
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Mackiiboy |
Development Support
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3 |
2,922 |
08-25-2012, 09:20 AM |
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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:... |
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Mackiiboy |
Development Support
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13 |
8,429 |
08-20-2012, 08:43 PM |
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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... |
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Mackiiboy |
Development Support
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0 |
1,470 |
08-15-2012, 04:57 PM |
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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... |
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Mackiiboy |
Development Support
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3 |
2,765 |
08-01-2012, 11:08 AM |
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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... |
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Mackiiboy |
Development Support
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11 |
8,497 |
07-31-2012, 09:22 PM |
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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... |
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Mackiiboy |
Development Support
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6 |
4,754 |
07-31-2012, 09:02 PM |
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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... |
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Mackiiboy |
Development Support
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17 |
9,939 |
07-31-2012, 03:59 PM |
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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... |
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Mackiiboy |
Development Support
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3 |
2,546 |
07-31-2012, 11:36 AM |
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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... |
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Mackiiboy |
Development Support
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6 |
4,754 |
07-31-2012, 09:56 AM |
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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... |
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Mackiiboy |
Development Support
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17 |
11,633 |
07-29-2012, 11:00 PM |