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Full Version: Update coming! Brave testers needed!
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I don't know if you can make requests, but can you:

- Make custom lanterns to be useable in Custom Stories
- Turn off the night vision without an FC
Oh shit this patch came out?? Goddamn it, I've been lurking too heavily in the SOMA thread recently. Man I love this, so glad that bone pile entity crash glitch was fixed! Can't wait to try all of this stuff out!
(11-12-2013, 06:40 AM)endosine Wrote: [ -> ]Can you turn off night vision in a FC?

(11-12-2013, 08:25 AM)JustAnotherPlayer Wrote: [ -> ]- Turn off the night vision without an FC

Try the new script function:

Code:
void SetInDarknessEffectsActive(bool abX)
Patrik,
The MAID her animations are... SO SLOW! the one she needs to RUn and WALk don't really work..
and HOW can we make the animations to work properly?
-
AddEnemyPatrolNode("WomanRun", "PathNodeArea_6", 0, "streets_sc7_cloth.FBX");
AddEnemyPatrolNode("WomanRun", "PathNodeArea_6", 0, "streets_sc7_cloth.fbx");
AddEnemyPatrolNode("WomanRun", "PathNodeArea_6", 0, "streets_sc7_cloth.ANM");
AddEnemyPatrolNode("WomanRun", "PathNodeArea_6", 0, "streets_sc7_cloth.anm");
AddEnemyPatrolNode("WomanRun", "PathNodeArea_6", 0, "streets_sc7_cloth");
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I'm confused... i've tried a lot.. but she doesnt seem to work properly..
Could be ME tho..
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About the bug for the editor, when clicking empty space and a numer, i have that too.. never noticed btw. so probly you don't have too spend time fixing that one.
pretty sure you can speed up animations for anything in the model editor? at least I know they did that with the running grunts and brutes in TDD, possibly to take use of more animations frames at high speed.
Don't really know how to fix it..
Seems to NOT really want to do the GROUND animation where she is getting pulled.
Anyone would give it a try to test please?
Thanks!
FIXED:
Here is the explanation how people have to play the animations.
SetEntityActive("WomanRun", true);
PlayPropAnimation("WomanRun", "StreetsScene7", 0.0f, false, "");
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This is an example. Hope someone could use this
Still having problems with the engineer_ACTOR...
It seems he is already moving doing his ANIMATION..
so when sometimes i activate him he is on 50% of the animation in stead of hi9m starting it!!!
VERRRYYY annoying!
any ideas? me or ?
(11-11-2013, 04:39 PM)Patrik Wrote: [ -> ]Unable to reproduce:
  • ExitInventory not working

Testing that thing. Only works in inventory.hps, in void function(string &in asItemA, string &in asItemB)
I would like to know when can I expect a Linux version of this updated LevelEditor.
(11-15-2013, 02:05 PM)mattyy1hp Wrote: [ -> ]I would like to know when can I expect a Linux version of this updated LevelEditor.

It hasn't been properly released yet (this here is just a test version), but when it is, it will be for all platforms.
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