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    Thread: Move Player / Remove Timers
Post: RE: Move Player / Remove Timers

(05-22-2013, 01:07 AM)JustAnotherPlayer Wrote: Spoiler below! void ResAreaSign(string &in asParent, string &in asChild, int alState) { SetPlayerActive(false); SetMessage("Thought...
Shirder Development Support 11 8,402 05-22-2013, 11:33 AM
    Thread: Move Player / Remove Timers
Post: RE: Move Player

So it's basically function1 that calls function2 that recalls function1. It seems so easy now that I got that :D Apparently there aren't many explanations on the internet, but you both made it way eas...
Shirder Development Support 11 8,402 05-21-2013, 10:20 PM
    Thread: Move Player / Remove Timers
Post: RE: Move Player

(05-20-2013, 06:35 PM)Smoke Wrote: Easiest way to do this is just place a blockbox with an script area in front of it. So the player can't go trough it and the script area for a message like: I can'...
Shirder Development Support 11 8,402 05-20-2013, 08:41 PM
    Thread: Move Player / Remove Timers
Post: Move Player / Remove Timers

Hello Forum, Basically, I want to block a way with a script area. When the player walks into the area, it says something like "You can't go here right now", then the player turns around and can walk ...
Shirder Development Support 11 8,402 05-20-2013, 06:10 PM
    Thread: PathNodes on Stairs don't work correctly
Post: RE: PathNodes on Stairs don't work correctly

You mean like skipping all of the paths except the ones at both ends? Weird, I've tried that already, but then I've got a fatal error. But now I tried again and this time... it works; pretty good :-/...
Shirder Development Support 2 2,661 12-25-2011, 02:39 AM
    Thread: PathNodes on Stairs don't work correctly
Post: PathNodes on Stairs don't work correctly

Hello forums and Merry Christmas :) I just signed up, so sorry if I am in the wrong subforum^^ So, I'm actually new in scripting and mapping. And I've got many problems, but I could solve them in so...
Shirder Development Support 2 2,661 12-25-2011, 01:08 AM