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Full Version: 2 Quick Questions! [Solved]
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1. How do I run Amnesia in "debug" mode, so that when I want to test my custom story, I don't have to start it up over and over. I want to be able to click a button that will reload it in a debug mode.

2.What is the function that checks if a door has been clicked? Should I do anything to the PlayerInteractCallback section on the door in the editor?
(01-14-2011, 05:40 AM)pwnvader360 Wrote: [ -> ]1. How do I run Amnesia in "debug" mode, so that when I want to test my custom story, I don't have to start it up over and over. I want to be able to click a button that will reload it in a debug mode.

This.

(01-14-2011, 05:40 AM)pwnvader360 Wrote: [ -> ]2.What is the function that checks if a door has been clicked? Should I do anything to the PlayerInteractCallback section on the door in the editor?

Just put the function name for the callback in there, if your function is

Code:
void DoorInteract(string &in entity)
{
    stuff
}

just put DoorInteract in there.
(01-14-2011, 07:29 AM)Frontcannon Wrote: [ -> ]
(01-14-2011, 05:40 AM)pwnvader360 Wrote: [ -> ]1. How do I run Amnesia in "debug" mode, so that when I want to test my custom story, I don't have to start it up over and over. I want to be able to click a button that will reload it in a debug mode.

This.

(01-14-2011, 05:40 AM)pwnvader360 Wrote: [ -> ]2.What is the function that checks if a door has been clicked? Should I do anything to the PlayerInteractCallback section on the door in the editor?

Just put the function name for the callback in there, if your function is

Code:
void DoorInteract(string &in entity)
{
    stuff
}

just put DoorInteract in there.

kthxbai! XD