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Thread: still having script problem and a simple question
Post: RE: still having script problem and a simple quest...
for the explaining: All you did was removing the function header(void OnStart()) and left all the commands of it inside nothing. They weren't in any function.
For the problem: Try moving your PlayerSt... |
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Cruzore |
Development Support
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15 |
11,641 |
07-25-2012, 01:19 AM |
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Thread: Make a sound play when you pick up a note
Post: RE: Make a sound play when you pick up a note
For the second one, make sure you used "CallbackFunc".
and at
void playnotesound(string &in Entity, string& in type)
string& in type is wrong, use this: string &in type
Also, why u... |
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Cruzore |
Development Support
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9 |
7,153 |
07-23-2012, 09:09 PM |
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Thread: i need help in making a level
Post: RE: i need help in making a level
http://wiki.frictionalgames.com/hpl2/amn..._functions
In that page are all functions you will probably ever need. Also, everything else you need is in that wiki. Watch tutorials, look at scripts of ot... |
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Cruzore |
Development Support
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7 |
5,629 |
07-22-2012, 02:59 PM |
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Thread: Help on locking level doors?
Post: RE: Help on locking level doors?
paste the callback too, and where you placed it |
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Cruzore |
Development Support
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16 |
9,712 |
07-12-2012, 01:02 AM |
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Thread: Exploding door
Post: RE: Exploding door
correction:
it should be string &in asEntity, not string& |
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Cruzore |
Development Support
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4 |
3,136 |
07-11-2012, 07:29 PM |
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Thread: Exploding door
Post: RE: Exploding door
wrong callback syntax:
the callback syntax of SetEntityPlayerInteractCallback should be: void MyFunc(string &in asEntity) |
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Cruzore |
Development Support
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4 |
3,136 |
07-11-2012, 07:28 PM |
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Thread: Make It Realistic!
Post: RE: Make It Realistic!
Most important things first:
Original ideas for your maps. If you include something nobody has ever seen yet, people will keep that in their head and make the overall experience much better.
Rooms tha... |
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Cruzore |
Development Support
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8 |
11,308 |
07-10-2012, 07:36 PM |
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Thread: Is it possible to make an entity unbreakable on contact with an area?
Post: RE: Is it possible to make an entity unbreakable o...
by unbreakble, do you mean unbreakable for enemies? If I understand you right, you want to go through a door, which will lock itself so the enemies can't break through. If you mean that, you will have... |
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Cruzore |
Development Support
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3 |
4,571 |
07-09-2012, 07:46 PM |
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Thread: Putting two "if"s together
Post: RE: Putting two "if"s together
try this instead:
if (alState == -1 && GetSwingDoorClosed("leftelevatordoor") == true) |
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Cruzore |
Development Support
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10 |
7,099 |
07-09-2012, 03:19 PM |
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Thread: Monster spawn again after die
Post: RE: Monster spawn again after die
<Entry Name="Note_Hinweis1_Text"Search the keys for the next room.[br]Have fun! MUHAHAHA</Entry>
missing a bigger than symbol:
<Entry Name="Note_Hinweis1_Text">Search the keys for the n... |
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Cruzore |
Development Support
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11 |
6,744 |
07-08-2012, 09:22 PM |
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Thread: Monster spawn again after die
Post: RE: Monster spawn again after die
<CATEGORY Name="My map">
< Entry Name="Description">My description</Entry>
Category name for the description must always be CustomStoryMain
so it's
<CATEGORY Name="CustomStoryMai... |
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Cruzore |
Development Support
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11 |
6,744 |
07-08-2012, 08:56 PM |
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Thread: Monster spawn again after die
Post: RE: Monster spawn again after die
There is no problem with the extra_english.lang file. Make sure you used the option "NoteText" when you select a note, not the name.
For the respawn monster part:
I'll give you an example script:
PHP ... |
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Cruzore |
Development Support
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11 |
6,744 |
07-08-2012, 07:31 PM |
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Thread: Monster spawn again after die
Post: RE: Monster spawn again after die
It does work some way. The monster will get spawned at the position in the level editor again, but I think the monster will then know your position and run towards you. Set the callback that sets the ... |
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Cruzore |
Development Support
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11 |
6,744 |
07-08-2012, 06:39 PM |
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Thread: Monster spawn again after die
Post: RE: Monster spawn again after die
void FadeEnemyToSmoke(string& asName, bool abPlaySound);
Instantly fades an enemy to smoke.
For the first question, instead of deleting the callback after used, set it to false so it doesn't... |
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Cruzore |
Development Support
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11 |
6,744 |
07-08-2012, 06:26 PM |
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Thread: Almost done
Post: RE: Almost done
with "end of story", do you mean
StartCredits(string& asMusic, bool abLoopMusic, string& asTextCat, string& asTextEntry, int alEndNum); |
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Cruzore |
Development Support
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4 |
4,617 |
07-08-2012, 11:13 AM |
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Thread: Almost done
Post: RE: Almost done
wrong callback syntax. I think i'll explain it to you, since you don't seem to understand the callback syntax:
When you look at http://wiki.frictionalgames.com/hpl2/amn..._functions
and search for Set... |
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Cruzore |
Development Support
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4 |
4,617 |
07-08-2012, 10:37 AM |
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Thread: picking up item activating script area
Post: RE: picking up item activating script area
you could also just add the callback under the function for the key pickup, instead of adding it to OnStart() and setting it inactive. |
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Cruzore |
Development Support
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4 |
3,066 |
07-08-2012, 10:34 AM |
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Thread: Error at unlocking door with an item
Post: RE: Error at unlocking door with an item
I have no idea when you plan to add that callback, since I can't read your mind. Cut that line of it out and paste it, I assume under OnStart(). |
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Cruzore |
Development Support
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6 |
4,257 |
07-07-2012, 11:10 PM |
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Thread: Error at unlocking door with an item
Post: RE: Error at unlocking door with an item
AddUseItemCallback("", "secret1", "lckd", "unlock", true);
It's in no function. It will never be called(that's why that error is there). |
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Cruzore |
Development Support
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6 |
4,257 |
07-07-2012, 10:40 PM |
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Thread: [CHALLANGE] Maya 2011
Post: RE: [CHALLANGE] Maya 2011
The first challenge? Fix your vocabulary.
Just kidding. I could need a chessboard and at least the black and white kings. Minimum would be just the board, max would be the board and all figures.
Oh, a... |
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Cruzore |
Development Resources
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37 |
44,378 |
07-07-2012, 10:38 PM |