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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... |
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Putkimato |
Development Support
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3 |
2,616 |
06-21-2012, 07:42 PM |
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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! |
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Putkimato |
Development Support
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3 |
2,616 |
06-21-2012, 06:55 PM |
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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! |
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Putkimato |
Development Support
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2 |
5,311 |
06-13-2012, 01:14 PM |
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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 ... |
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Putkimato |
Development Support
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13 |
10,507 |
06-13-2012, 09:48 AM |
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Thread: Custom Story gone again DAFUQ?
Post: RE: Custom Story gone again DAFUQ?
I dont get your question D: |
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Putkimato |
Development Support
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5 |
3,494 |
06-12-2012, 04:40 PM |
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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 |
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Putkimato |
Development Support
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13 |
10,507 |
06-12-2012, 03:23 PM |
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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)
... |
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Putkimato |
Development Support
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13 |
10,507 |
06-12-2012, 12:12 PM |
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Thread: Custom sounds?...
Post: RE: Custom sounds?...
http://www.frictionalgames.com/forum/thread-7395.html
youre welcome |
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Putkimato |
Development Support
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2 |
2,270 |
06-11-2012, 10:18 AM |
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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. |
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Putkimato |
Development Support
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5 |
3,710 |
06-10-2012, 06:07 PM |
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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... |
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Putkimato |
Development Support
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5 |
6,220 |
06-10-2012, 03:04 PM |
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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... |
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Putkimato |
Development Support
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1 |
2,036 |
06-10-2012, 03:02 PM |
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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... |
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Putkimato |
Development Support
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3 |
3,002 |
06-10-2012, 11:07 AM |
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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... |
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Putkimato |
Development Support
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7 |
6,248 |
06-09-2012, 02:56 PM |
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Thread: Custom Story Crash D:<
Post: RE: Custom Story Crash D:<
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Putkimato |
Development Support
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9 |
5,713 |
06-09-2012, 02:31 PM |
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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)... |
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Putkimato |
Development Support
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10 |
9,657 |
06-09-2012, 01:54 PM |
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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... |
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Putkimato |
Development Support
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10 |
9,657 |
06-09-2012, 01:36 PM |
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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... |
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Putkimato |
Development Support
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10 |
9,657 |
06-09-2012, 12:40 PM |
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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... |
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Putkimato |
Development Support
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10 |
9,657 |
06-09-2012, 12:35 PM |
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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! |
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Putkimato |
Development Support
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10 |
9,657 |
06-09-2012, 12:23 PM |
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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 ... |
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Putkimato |
Development Support
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1 |
1,819 |
06-09-2012, 10:26 AM |