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    Thread: Youtube Video of my first custom map "Staying Alive"
Post: RE: Youtube Video of my first custom map "Staying ...

You should make it more obvious where platforms are. You should also lengthen/ combine the second and third room, they were too short compared to the others.
The worst submarine Custom Stories, TCs & Mods - Development 22 62,641 11-02-2010, 12:43 AM
    Thread: sifi interior assets
Post: RE: sifi interior assets

Wow, the screenshot looks spectacular. What program did you use to make these?
The worst submarine Development Resources 34 45,306 10-25-2010, 08:33 AM
    Thread: Scripts Recollection
Post: RE: Scripts Recollection

(10-21-2010, 01:35 AM)Frontcannon Wrote: (10-20-2010, 10:18 PM)mastersmith98 Wrote: Code:StartPlayerLookAt(ScriptArea, viewacceleration, maxviewvelocity, onlook); The line of code in the Wiki is d...
The worst submarine Development Articles 115 151,332 10-21-2010, 02:54 AM
    Thread: Music for your custom story
Post: RE: Music for your custom story

(10-20-2010, 04:08 AM)theDARKW0LF Wrote: Can anyone tell me how to get this into my custom story?Found out recently how! Make a folder inside your custom story folder called "music". Put any music f...
The worst submarine Custom Stories, TCs & Mods 30 32,417 10-20-2010, 05:12 AM
    Thread: Using custom sounds
Post: RE: Making static objects active/inactive

(10-19-2010, 06:14 AM)jens Wrote: You'll have to make entity files that use the static graphics and then use the entities and script them activate/inactive. Static objects are called static objects ...
The worst submarine Custom Stories, TCs & Mods 3 4,100 10-19-2010, 07:42 AM
    Thread: Using custom sounds
Post: Using custom sounds

EDIT: this question has been answered already. Like the title says used to say. I want to make a maze that has walls that switch around, but I can't find anything in the functions list that addresses ...
The worst submarine Custom Stories, TCs & Mods 3 4,100 10-18-2010, 09:57 PM
    Thread: Music for your custom story
Post: RE: Music for your custom story

So how do I go about getting these fancy beats into my Amnesia? :blush:
The worst submarine Custom Stories, TCs & Mods 30 32,417 10-12-2010, 08:37 PM
    Thread: Code help: Trigger when lit
Post: RE: Code help: Trigger when lit

(10-03-2010, 03:19 AM)Entih Wrote: Candles actually have an option in their entity options called CallbackFunc, and one of the Types it can function as is 'OnIgnite', much easier with much less inve...
The worst submarine Custom Stories, TCs & Mods 7 6,459 10-03-2010, 03:27 AM
    Thread: Code help: Trigger when lit
Post: RE: Code help: Trigger when lit

(10-02-2010, 11:15 PM)Noj Wrote: cant you just do a if condition in the script? scripting fuctions in the documents says theres bool hasitem you should be able to use that. (I havent started any sc...
The worst submarine Custom Stories, TCs & Mods 7 6,459 10-02-2010, 11:18 PM
    Thread: Code help: Trigger when lit
Post: RE: Code help: Trigger when lit

(10-02-2010, 10:29 PM)The worst submarine Wrote: Thanks! I'll give it a shot and report back.Worked like a charm! I think to fix the no-tinderbox problem, I'll have the candle disappear until a play...
The worst submarine Custom Stories, TCs & Mods 7 6,459 10-02-2010, 10:29 PM
    Thread: Code help: Trigger when lit
Post: Code help: Trigger when lit

Hi! I'm trying to have the 01_house.map load when the player turns on candlestick1, but I am miserable when it comes to code. Can anyone lend me a hand? Thanks. :)
The worst submarine Custom Stories, TCs & Mods 7 6,459 10-02-2010, 09:03 PM