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    Thread: [CLOSED] Sticky Areas Not Working
Post: RE: [CLOSED] Sticky Areas Not Working

Judging from the screenshot I'd say the problem is that the other two sticky areas are deactivated (red name). If you've already checked the entity names I don't see any other reason as to why it woul...
Ongka Custom Stories, TCs & Mods - Development 6 6,602 04-16-2018, 07:31 AM
    Thread: Amnesia - How to mod the paintings ?
Post: RE: Amnesia - How to mod the paintings ?

Another way to do it is to just copy and modify the paintings inside the folder "entities/insan_visions", as you can put them over the normal pictures and use different portrait frames for the same pi...
Ongka Development Support 6 4,297 02-06-2016, 12:51 PM
    Thread: My Dearest Pig
Post: RE: My Dearest Pig

Sounds promising! Always nice to see that people are still creating mods for amnesia. As for: "Expect to see a mixture of realism and fantasy. So lighting might not be what you're expecting." you st...
Ongka Custom Stories, TCs & Mods - Development 4 4,050 12-11-2015, 12:29 PM
    Thread: River graphical effect in editor?
Post: RE: River graphical effect in editor?

Unfortunately there are no rivers in Amnesia, but you can create one with planes as stated earlier. I think you are looking for the following materials: water_sewer_streaming.mat water_sewer_streami...
Ongka Custom Stories, TCs & Mods - Development 5 4,784 12-11-2015, 12:11 PM
    Thread: Level Editor controls
Post: RE: Level Editor controls

Alright, thanks for the information!
Ongka Technical Support 2 2,391 10-13-2015, 07:34 PM
  Question Thread: Level Editor controls
Post: Level Editor controls

Hello dear community! I was wondering if it's possible to change the Level Editor controls back to the way they were in the HPL2 Editor. Undo changed from Strg+Y to Strg+Z (I know that's how it's su...
Ongka Technical Support 2 2,391 10-12-2015, 09:26 PM
    Thread: Thaler
Post: RE: Thaler

You could do a workaround which involves spotlights using shapes of numbers as gobos and have them controlled via script to display the amount of thalers on a sign at the shop. Depending on how advanc...
Ongka Development Support 13 7,171 02-16-2015, 12:38 PM
    Thread: Epitafium - IFC Project
Post: RE: Epitafium - IFC Project

Glad to see you working again! Hopefully with no hard drive crash this time ;)
Ongka Custom Stories, TCs & Mods - Development 12 10,735 10-31-2014, 11:47 AM
    Thread: Entity won't activate.
Post: RE: Entity won't activate.

AngelScript (C++) is case-sensitive, so check if the item name is written exactly the same. SetEntityActive("Key_01", true); doesn't work if the item is called KEY_01 in the level editor. If that does...
Ongka Development Support 6 4,897 10-29-2014, 10:39 PM
    Thread: programmatic text
Post: RE: programmatic text

You could also use spotlights with numbers as gobos and control the lights per script. I once made a functioning timer with this method. Feel free to pm me if you need the gobos.
Ongka Development Support 18 16,033 10-27-2014, 12:21 PM
    Thread: [SOLVED] Areas..???
Post: RE: Areas..???

If I recall correctly FG used an "examine" area to make the bed clickable. You can add an InteractionCallback and a sound which plays when you click on the area.
Ongka Development Support 4 3,086 10-27-2014, 10:00 AM
    Thread: Everything is messed up?!?!?!?!?!?
Post: RE: Everything is messed up?!?!?!?!?!?

Are you using the LevelEditor.exe which allows you to use all of the AMFP assets? Try again using the editor attached below. [attachment=4810]
Ongka Development Support 4 3,604 10-19-2014, 07:34 PM
    Thread: Statue Startle Script.
Post: RE: Statue Startle Script.

Code:void OnStart() { AddEntityCollideCallback("Player", "AreaActivateStatue1", "CollideAreaStatue1", true, 1); } void CollideAreaStatue1(string &in asParent, string &in asChild, int alState)...
Ongka Development Support 5 4,513 10-28-2013, 10:14 PM
    Thread: Movable townsperson entity / listens to PathNodes
Post: RE: Movable townsperson entity / listens to PathNo...

As soon as i click on "gent", my Level Editor crashes. Does anyone else have this problem too?
Ongka Development Resources 14 15,865 10-14-2013, 09:03 AM
    Thread: Fogareas
Post: RE: Fogareas

In the fog settings, check "show backside when outside". Experiment with the checkboxes to create the effect you like.
Ongka Development Support 3 2,423 12-28-2012, 08:46 PM
    Thread: Editing or adding new textures to objects
Post: RE: Editing or adding new textures to objects

Go to Entities -> pick a model -> look for the ".dds" file with the same name as the entity and convert it to an imagefile which you can edit. To save the new texture just convert it back to ".d...
Ongka Development Support 6 5,207 12-06-2012, 09:53 PM
    Thread: Map music overwrites monster music
Post: RE: Map music overwrites monster music

Check if you're using the original grunt file and open the game.cfg (located in redist/config/) and look for TerrorSound = It should look like this: Code:TerrorSound = "ui_terror_meter.ogg"
Ongka Development Support 4 2,833 12-05-2012, 07:56 AM
    Thread: Released SlenderMan Model.
Post: RE: Official released SlenderMan Model.

How many polygons does it have? I remember the original one to have more than 100k+
Ongka Development Resources 8 9,934 11-13-2012, 08:04 AM
    Thread: Diagonal LadderArea?
Post: RE: Diagonal LadderArea?

That's not possible. The ladder areas are configured to work like that.
Ongka Development Support 8 5,825 11-04-2012, 07:01 PM
    Thread: SetEntityPlayerLookAtCallback HUGE PROBLEM!
Post: RE: SetEntityPlayerLookAtCallback HUGE PROBLEM!

(10-27-2012, 10:19 PM)The chaser Wrote: (10-27-2012, 01:22 PM)beecake Wrote: I guess the scripts area has something that the prisoner doesn't have... Like when grunts doesn't have bodies...The scr...
Ongka Development Support 8 6,641 10-27-2012, 11:36 PM