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    Thread: Woah... This shouldn't be happening..
Post: RE: Woah... This shouldn't be happening..

Just to make sure I understand, are you able to walk on top of the missing floor or do you fall through it? And have you tried using something like the static object floor in castlebase? It may go aga...
Ouroboros Development Support 14 10,720 07-22-2011, 03:47 PM
    Thread: Woah... This shouldn't be happening..
Post: RE: Woah... This shouldn't be happening..

Aside from making the .mat file to use blank in the primitive option I couldn't cause the same effect so I suggest deleting the floor and then placing another, perhaps stretching one you already have ...
Ouroboros Development Support 14 10,720 07-22-2011, 02:22 PM
    Thread: Key to Unlock Chest
Post: RE: Key to Unlock Chest

(07-22-2011, 01:27 PM)Swistrobl Wrote: I think the game actually considers chests equal to levers. If they were swingdoors, wouldn't there at least be a "Locked" checkbox in the entity attributes me...
Ouroboros Development Support 10 8,726 07-22-2011, 02:00 PM
    Thread: Switch statements with string case values
Post: RE: Switch statements with string case values

If you haven't fixed it already, you should try returning 0 at the bottom of the ifs and see what happens. I'm thinking that the function doesn't like not having a return for if none of the ifs are tr...
Ouroboros Development Support 4 3,954 07-22-2011, 11:32 AM
    Thread: Key to Unlock Chest
Post: RE: Key to Unlock Chest

(07-22-2011, 07:30 AM)Obliviator27 Wrote: Ah, of course. I didn't realize that the chest counted as a swing door. Thank you very much. No problem, cabinets/closets also count as swing doors, should ...
Ouroboros Development Support 10 8,726 07-22-2011, 07:33 AM
    Thread: Key to Unlock Chest
Post: RE: Key to Unlock Chest

You have to add a useitemcallback Code:/ AddUseItemCallback("can be empty", "key name", "chest name", "function name to call", true/false for removing the callback);And then you have the function it c...
Ouroboros Development Support 10 8,726 07-22-2011, 07:18 AM
    Thread: Woah... This shouldn't be happening..
Post: RE: Woah... This shouldn't be happening..

I'm trying to figure out what would cause the floor to disappear so I have no suggestion there, but for the credits I would add debug messages to unlocking the door Code:if(GetLocalVarInt("IsDoorunLoc...
Ouroboros Development Support 14 10,720 07-22-2011, 06:35 AM
    Thread: Woah... This shouldn't be happening..
Post: RE: Woah... This shouldn't be happening..

(07-22-2011, 05:44 AM)Snuffalofagus Wrote: I failed to mention this, but the script area for where the monsters spawn and the doors disappear, is in a general area, so you're going to be running ove...
Ouroboros Development Support 14 10,720 07-22-2011, 05:53 AM
    Thread: Woah... This shouldn't be happening..
Post: RE: Woah... This shouldn't be happening..

I see. In that case, in OnStart, change SetLocalVar to AddLocalVar. For the key, Code:OnEnter() { ...     AddEntityCollideCallback(stuff, other stuff, FunctionA, false, 1); ......
Ouroboros Development Support 14 10,720 07-22-2011, 05:16 AM
    Thread: Woah... This shouldn't be happening..
Post: RE: Woah... This shouldn't be happening..

For the if with the key, you could probably place it inside the function that gets called, set it so that it doesn't auto remove and then in the if add Code:RemoveEntityCollideCallback(string& as...
Ouroboros Development Support 14 10,720 07-22-2011, 04:14 AM
    Thread: Monster PathNodes Problem
Post: RE: Monster PathNodes Problem

You don't need to add all those patrol nodes actually, place them about an enemy length apart and then just add the ones you want him to stop at. As long as they're close enough to be connected your e...
Ouroboros Development Support 2 2,897 07-21-2011, 04:45 AM
    Thread: How to make a skybox?
Post: RE: How to make a skybox?

The Wiki has a good explanation on how to get one set up. How good though, I don't know as I haven't tried it yet. But it looks like it explains things properly. =skybox]The Wiki page.
Ouroboros Development Support 5 4,609 07-19-2011, 04:00 PM
    Thread: sigh... a fatal error.. again!
Post: RE: sigh... a fatal error.. again!

(07-18-2011, 09:44 PM)TheDavenia Wrote: (07-18-2011, 07:49 PM)Ouroboros Wrote: A cabinet will open in the direction the doors face. So, in the level editor select the cabinet you want to open and ...
Ouroboros Development Support 16 15,152 07-19-2011, 04:24 AM
    Thread: sigh... a fatal error.. again!
Post: RE: sigh... a fatal error.. again!

A cabinet will open in the direction the doors face. So, in the level editor select the cabinet you want to open and move the camera so that the side with the doors faces you. Then, move it toward you...
Ouroboros Development Support 16 15,152 07-18-2011, 07:49 PM
    Thread: sigh... a fatal error.. again!
Post: RE: sigh... a fatal error.. again!

It would be more complicated for me to add it for you since I can't see and move things on your map. All you have to do is move the closet in the direction it opens, and see if the X or Z coordinate i...
Ouroboros Development Support 16 15,152 07-18-2011, 03:49 PM
    Thread: sigh... a fatal error.. again!
Post: RE: sigh... a fatal error.. again!

(07-18-2011, 03:04 PM)TheDavenia Wrote: Thanks guys (07-18-2011, 02:40 PM)Roenlond Wrote: You need three columns for setswingdoorlocked, not just two. Add a true/false to each of them if you wish ...
Ouroboros Development Support 16 15,152 07-18-2011, 03:35 PM
    Thread: sigh... a fatal error.. again!
Post: RE: sigh... a fatal error.. again!

Do you have anything in OnEnter() and/or OnLeave()? If you do, something might be missing and causing errors all the way down. Edit: Roenlond is right, I completely missed that.
Ouroboros Development Support 16 15,152 07-18-2011, 02:41 PM
    Thread: sigh... a fatal error.. again!
Post: RE: sigh... a fatal error.. again!

Change SetLevelDoorLocked to SetSwingDoorLocked if you're trying to unlock cabinets. Edit: only for the cabinets of course, level doors still need it.
Ouroboros Development Support 16 15,152 07-18-2011, 02:23 PM
    Thread: Scripting definitions?
Post: RE: Scripting definitions?

If you're asking what I think you're asking, functions can be bool, int, and so on and at the end have "return(a number or true/false);" at the end, which gives that to a variable somewhere else. Void...
Ouroboros Custom Stories, TCs & Mods - Development 4 4,262 07-18-2011, 08:44 AM
    Thread: Unexpected end of file?!? plz help..
Post: RE: Unexpected end of file?!? plz help..

(07-17-2011, 10:24 PM)GTalbot Wrote: i was having the same problem do you see an error in this. void OnStart() { AddUseItemCallback("", "key", "door", "KeyOnDoor", true); SetEntityPlayerInteractCa...
Ouroboros Development Support 10 11,402 07-18-2011, 04:17 AM