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    Thread: New Mapper/Scripter - Info?
Post: RE: New Mapper/Scripter - Info?

(11-11-2010, 12:34 AM)Gamemakingdude Wrote: (11-11-2010, 12:26 AM)Dr4konite Wrote: You can not transform a plane to a cube as for now there is only the plane-primitive. Oh... You mean there's a pr...
Dr4konite Custom Stories, TCs & Mods 7 6,348 11-11-2010, 04:49 PM
    Thread: New Mapper/Scripter - Info?
Post: RE: New Mapper/Scripter - Info?

Let me get this right, you want to create a cube by using planes? If so just take 6 planes arrange them by using the tools. Grid snapping can help you make them fit together. Should not be this hard ...
Dr4konite Custom Stories, TCs & Mods 7 6,348 11-11-2010, 12:26 AM
    Thread: New Mapper/Scripter - Info?
Post: RE: New Mapper/Scripter - Info?

Note that this Editor does not work like the GTK Radiant, Hammer Editor or similar ones. Setting up Notepad++: Follow this Link. Overlapping floors & thin ceilings: As you use texturized plane-p...
Dr4konite Custom Stories, TCs & Mods 7 6,348 11-10-2010, 05:51 PM
    Thread: extra_german.lang
Post: RE: extra_german.lang

(11-04-2010, 07:20 AM)jens Wrote: You should use the translation tool, i think it is included with the tool package. Or you might be able to edit the text file by hand as you are, but you will need ...
Dr4konite Custom Stories, TCs & Mods 7 5,998 11-04-2010, 01:45 PM
    Thread: Amnesia trailer map remake.
Post: RE: Amnesia trailer map remake.

Keep it up.
Dr4konite Custom Stories, TCs & Mods 40 43,271 11-03-2010, 04:54 PM
    Thread: extra_german.lang
Post: RE: extra_german.lang

Got the same problem. I tried to translate my language file to different languages like german or spanish but some characters won't work. Like DEFER it's about ö,ü,ä and others like á or â. They don'...
Dr4konite Custom Stories, TCs & Mods 7 5,998 11-03-2010, 04:50 PM
    Thread: "Scarry Area"
Post: RE: "Scarry Area"

The functions for these kinds of effects are: 1. PlaySoundAtEntity EXAMPLE: PlaySoundAtEntity("", "05_event_door_bang.ogg", "Player", 0, false); The first parameter will name your sound function (n...
Dr4konite Custom Stories, TCs & Mods 10 11,880 10-30-2010, 04:31 PM
    Thread: "Scarry Area"
Post: RE: "Scarry Area"

By default it should be set to active when placing it in the map editor. So it will be automaticaly triggered when the player enters that area. Note that wether the player get insanity visions or not ...
Dr4konite Custom Stories, TCs & Mods 10 11,880 10-30-2010, 03:02 PM
    Thread: "Scarry Area"
Post: RE: "Scarry Area"

I think an insanity-area will solve your problem. You can find it in the level editor in the area category. This area is permanent active or inactive, until you use a script function to activate it f...
Dr4konite Custom Stories, TCs & Mods 10 11,880 10-30-2010, 01:11 PM
    Thread: "If in an area..." Script Problem
Post: RE: "If in an area..." Script Problem

Okay, got the problem fixed by myself. I'll add the code later on, if wanted. Actually this may be a good one for the script collection... Greetings Dr4konite
Dr4konite Custom Stories, TCs & Mods 4 6,307 10-30-2010, 10:59 AM
    Thread: "If in an area..." Script Problem
Post: RE: "If in an area..." Script Problem

First of all: Thank you for your answers! The problem is that if the player never enters the area, the faint function will not be triggered. It worked when I entered the area (the cabinet in which t...
Dr4konite Custom Stories, TCs & Mods 4 6,307 10-28-2010, 11:37 PM
    Thread: "If in an area..." Script Problem
Post: "If in an area..." Script Problem

Hey Guys. I successfully scripted my way through the first events of my map, but now I got to a problem, which I don't know how to solve. Even the search engine gave me no results on this, so maybe y...
Dr4konite Custom Stories, TCs & Mods 4 6,307 10-28-2010, 04:41 PM