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    Thread: Corpse Launches
Post: RE: Corpse Launches

(06-21-2012, 06:58 PM)FastHunteR Wrote: http://wiki.frictionalgames.com/hpl2/amn..._functions You find everything you need in there, use a collide callback for the area and I think addbodyforce or i...
Putkimato Development Support 3 2,616 06-21-2012, 07:42 PM
    Thread: Corpse Launches
Post: Corpse Launches

Hey again! So i wanna know how to make corpse shoot out from cabinet when i enter area? THANX FOR HELP!
Putkimato Development Support 3 2,616 06-21-2012, 06:55 PM
    Thread: Amnesia how to make door open itself
Post: Amnesia how to make door open itself

Yeah, i wanna know how to make door open when i go near it. Not slowly, really fast like something would explode :D!
Putkimato Development Support 2 5,311 06-13-2012, 01:14 PM
    Thread: (Script)Lever Opens a Door
Post: RE: (Script)Lever Opens a Door

(06-13-2012, 06:40 AM)TheNoAuthor12 Wrote: Okay. But, I want to make lever that opens and closes the door. Is that possible ?I think it is.. But its hard, i always just make 2 levers :P Im not good ...
Putkimato Development Support 13 10,507 06-13-2012, 09:48 AM
    Thread: Custom Story gone again DAFUQ?
Post: RE: Custom Story gone again DAFUQ?

I dont get your question D:
Putkimato Development Support 5 3,494 06-12-2012, 04:40 PM
    Thread: (Script)Lever Opens a Door
Post: RE: (Script)Lever Opens a Door

(06-12-2012, 12:54 PM)TheNoAuthor12 Wrote: Make it better please And BTW does that work for valves ?Maybe, what if you make two levers? another opens, another closes
Putkimato Development Support 13 10,507 06-12-2012, 03:23 PM
    Thread: (Script)Lever Opens a Door
Post: RE: (Script)Lever Opens a Door

void OnStart() { SetEntityConnectionStateChangeCallback("lever", "leverfunc"); SetEntityConnectionStateChangeCallback("lever", "leverfunc2"); } void leverfunc(string &in asEntity, int alState) ...
Putkimato Development Support 13 10,507 06-12-2012, 12:12 PM
    Thread: Custom sounds?...
Post: RE: Custom sounds?...

http://www.frictionalgames.com/forum/thread-7395.html youre welcome
Putkimato Development Support 2 2,270 06-11-2012, 10:18 AM
    Thread: Pathnode loop
Post: Pathnode loop

How do i make monster loop in path nodes? Pathnode 1 -> Pathnode 2 -> Pathnode 3 -> Pathnode 4 then it stats over.
Putkimato Development Support 5 3,710 06-10-2012, 06:07 PM
    Thread: FATAL ERROR COULD NOT LOAD SCRIPT *CUSTOM STORY*
Post: RE: FATAL ERROR COULD NOT LOAD SCRIPT *CUSTOM STOR...

// Run first time starting map void OnStart() { AddUseItemCallback("", "kaasje", "eerstedeur", "UsedKeyOnDoor", true); } void UsedKeyOnDoor(string &in asitem, string &in asEntity) { SetSwingD...
Putkimato Development Support 5 6,220 06-10-2012, 03:04 PM
    Thread: How do i make monster despawn after pathnodes
Post: How do i make monster despawn after pathnodes

Code:void morzo(string &in asParent, string &in asChild, int alState) { SetEntityActive("brute", true); AddEnemyPatrolNode("brute", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("brute", "Path...
Putkimato Development Support 1 2,036 06-10-2012, 03:02 PM
    Thread: Warnings Thanks for helpers!
Post: Warnings Thanks for helpers!

How do i make warinings? I run to area, then there spawns 4 brutes. Then there reads "Run, RUN!" void OnEnter() { AddEntityCollideCallback("Player", "morspa4", "morspa4", true, 1); } void morspa4...
Putkimato Development Support 3 3,002 06-10-2012, 11:07 AM
    Thread: i have a question
Post: RE: i have a question

There you put <LANGUAGE> <RESOURCES> </RESOURCES> <CATEGORY> </CATEGORY> </LANGUAGE> This is where you make all the notes and stuff.. Etc. <LANGUAGE> <R...
Putkimato Development Support 7 6,248 06-09-2012, 02:56 PM
    Thread: Custom Story Crash D:<
Post: RE: Custom Story Crash D:<

Give the hps file
Putkimato Development Support 9 5,713 06-09-2012, 02:31 PM
    Thread: How do i make Statues despawn?
Post: RE: How do i make Statues despawn?

(06-09-2012, 01:45 PM)i3670 Wrote: { AddTimer("KnightSpawner1", 5.0f, "KnightTimer"); } void KnightTimer(string &in asTimer) { if(asTimer == "KnightSpawner1"){ SetEntityActive("Knight1", false)...
Putkimato Development Support 10 9,657 06-09-2012, 01:54 PM
    Thread: How do i make Statues despawn?
Post: RE: How do i make Statues despawn?

(06-09-2012, 01:15 PM)beecake Wrote: AddTimer ("", 3, "KnightsDespawn"); Sorry i forgot putting in quotations ;) Always remember that! and also void Morsot1(string &in asItem) I believe it i...
Putkimato Development Support 10 9,657 06-09-2012, 01:36 PM
    Thread: How do i make Statues despawn?
Post: RE: How do i make Statues despawn?

(06-09-2012, 12:24 PM)Robosprog Wrote: Add a timer before you set them inactive? I think that's a solution. Elaborating: I assume you have the script set up where once you step into the area the st...
Putkimato Development Support 10 9,657 06-09-2012, 12:40 PM
    Thread: How do i make Statues despawn?
Post: RE: How do i make Statues despawn?

(06-09-2012, 12:24 PM)Robosprog Wrote: Add a timer before you set them inactive? I think that's a solution. Elaborating: I assume you have the script set up where once you step into the area the st...
Putkimato Development Support 10 9,657 06-09-2012, 12:35 PM
    Thread: How do i make Statues despawn?
Post: How do i make Statues despawn?

I made 7 knights spawn when i go in area, but how i make them dissapear like after 5 second? Please help fast!
Putkimato Development Support 10 9,657 06-09-2012, 12:23 PM
    Thread: Why doesnt my key work?
Post: Why doesnt my key work?

I followed this video: http://www.youtube.com/watch?v=ABI7NUqkX...re=related and my key doesnt work. hps file: //////////////////////////// // Run when entering map void OnEnter() { Haha there ...
Putkimato Development Support 1 1,819 06-09-2012, 10:26 AM