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Some Questions - scripting - KonKaizo - 01-19-2011 Hey Guys, I have some dumb questions. But, you know, people are dumb. I have BAAAASIC JavaScript knowledge btw. Here we go: 1. I dont get it. How do i create Journal entries? I followed the guide on the wiki but if i pick up the notice it just displays an empty letter. My extra_english.lang looks like this: Code: <LANGUAGE> and in the HPL editor i created a note_generic entity, and wrote "Beginning" into the NoteText field of the entity. (also, i get no ingame Description, but that doesnt matter) 2. How can i display a text on the screen when the player looks on a specific point (like in the cistern)? I already messed around with the Sign Area, but i didnt manage it to work. 3. How do i create Mementos? ^^ There will be more questions soon^^ (i think) KonKaizo RE: Some Questions - scripting - Tanshaydar - 01-19-2011 1. You didn't close </CATEGORY> thing in the language file. 2. Every time player looks a place, you want to see same message, just place a "sign area" there, and open a category and write the entry. 3. You mean flashbacks? RE: Some Questions - scripting - KonKaizo - 01-19-2011 (01-19-2011, 06:45 PM)Tanshaydar Wrote: 1. You didn't close </CATEGORY> thing in the language file. 1. oh. :/ i must have been drunk when scripting this 2. Will test it. 3. No, i mean Mementos. Like: "The Key is locked. Go find a key.". Maybe its called otherwise in englsih, in german its "memento". (You can access to them with "M") RE: Some Questions - scripting - Tanshaydar - 01-19-2011 Oh, sorry, it's me didn't understand. I'm not good with objectives. I'm just a new noob for the tools. I guess those are related to quest things, but better to check main game's files (map and/or hps files). RE: Some Questions - scripting - Equil - 01-20-2011 2. An alternative to using a sign area would be to set a LookAt callback in the script, then have the called function use the SetMessage function. 3. For momentos, you'll need to use the AddQuest function for a trigger in your script, which will add a momento to the journal. Momentos in the .lang file go under the "Journal" category and will go off whatever entry you put in the script file. Syntax: AddQuest(string& asName, string& asNameAndTextEntry); asName - Name of the quest asNameAndTextEntry - The Entry that will be used in the .lang file e.g In the script - Code: void AddCrowBarQuest(string &in asParent, string &in asChild, int alState) In the .lang file - Code: <CATEGORY Name="Journal"> RE: Some Questions - scripting - Tanshaydar - 01-20-2011 Thanks for the explanation! RE: Some Questions - scripting - KonKaizo - 01-22-2011 Thank you! Yet another Question. I want that, if the player lits one of 2 specific lamps, he is forced too look somewhere and an entity (not a monster) activates. Additionally, a shocking sound should play, like in the storage room when the altar lamps get suddenly lit. Is this even possible? Thanks in advance^^ RE: Some Questions - scripting - Tanshaydar - 01-23-2011 Possible, you can call back functions when player interacted with an entity. You can play sanity sounds in those functions. You can lit a lamp when a player looks somewhere. Many things are possible, but requires some trail & error. |