Search Results
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Forum |
Replies |
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Posted
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Thread: 'GiveItem' help
Post: RE: 'GiveItem' help
is it this one?
amnesia/redist/graphics/ptest/item/lever_l03.tga |
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darksky |
Development Support
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11 |
8,836 |
03-09-2013, 03:54 PM |
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Thread: Two things im not sure how to do
Post: RE: Two things im not sure how to do
for 2nd, you have to create a checkpoint.
then in the callback function you call the function ChangeMap(). |
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darksky |
Development Support
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5 |
3,480 |
03-07-2013, 05:20 PM |
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Thread: Script Problems
Post: RE: Script Problems
addUseItemcallback is not within a function ,too
try this
Code:void OnStart (){
SetEntityCallbackFunc("GuestRoomKey", "jump");
AddUseItemCallback("", "GuestRoomKey", "door01... |
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darksky |
Development Support
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80 |
66,865 |
03-06-2013, 08:41 PM |
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Thread: Script Problems
Post: RE: Script Problems
you have to put SetEntityCallbackFunc in a function
like
Code:void OnStart(){
SetEntityCallbackFunc("GuestRoomKey", "jump");
} |
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darksky |
Development Support
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80 |
66,865 |
03-06-2013, 06:24 PM |
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Thread: Spawn Monster upon entering Area
Post: RE: Spawn Monster upon entering Area
serious question?
SetEntityActive("Brute", false);
http://wiki.frictionalgames.com/hpl2/amn..._functions |
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darksky |
Development Support
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5 |
3,591 |
03-05-2013, 10:23 PM |
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Thread: Script Problems
Post: RE: Script Problems
what's the exact error message? |
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darksky |
Development Support
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80 |
66,865 |
03-05-2013, 10:19 PM |
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Thread: Click on entity for message
Post: RE: Click on entity for message
yes, but when i wrote my answer your answer was not there yet :)
User01, try it like this
Code:void OnStart()
{
SetLocalVarInt("message", 0);
SetEntit... |
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darksky |
Development Support
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18 |
9,921 |
03-04-2013, 10:27 PM |
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Thread: Click on entity for message
Post: RE: Click on entity for message
if i get it correctly ,he wants that after an interaction you can do the next interaction only if the message is no longer displayed
your script does not have this |
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darksky |
Development Support
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18 |
9,921 |
03-04-2013, 10:13 PM |
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Thread: Click on entity for message
Post: RE: Click on entity for message
you can use a bool variable
if true, the messages are displayed, if false then not
just set variable to false when starting the message and to true when the message is finished.
without offense : you... |
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darksky |
Development Support
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18 |
9,921 |
03-04-2013, 10:04 PM |
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Thread: Click on entity for message
Post: RE: Click on entity for message
yes. there are multiple ways
1. use additional bool variable
2. make two script areas. first one displays first message & second message and deactivates itself. after the message activate the sec... |
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darksky |
Development Support
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18 |
9,921 |
03-04-2013, 09:52 PM |
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Thread: Click on entity for message
Post: RE: Click on entity for message
make a scriptbox with an interact callback
int i = 0;
and in the callback
if (i==0) display first message
else display second message
i++;
edit:
better solution
bool first = true;
in callback
{... |
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darksky |
Development Support
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18 |
9,921 |
03-04-2013, 07:15 PM |
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Thread: Script Problems
Post: RE: Script Problems
PlaySoundAtEntity("", "Unlock_door", "door01", 0, false); |
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darksky |
Development Support
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80 |
66,865 |
03-04-2013, 04:52 PM |
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Thread: Changing enemy behaviour completely.
Post: RE: Changing enemy behaviour completely.
walking on the ceilings is not possible.
but if your room is high enough you could make enemies walk in midair using non-char blockboxes, and do things like let the enemy fall down right before the ... |
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darksky |
Development Support
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13 |
8,446 |
03-04-2013, 09:29 AM |
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Thread: SetSwingDoorDisableAutoClose does not work
Post: RE: SetSwingDoorDisableAutoClose does not work
ok, i think i forgot to mention that the door is initially locked.
i tried the open amount, but it seems to me that the open amount is applied after map load, not after the door is unlocked. so it di... |
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darksky |
Development Support
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7 |
3,967 |
03-03-2013, 01:49 PM |
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Thread: SetSwingDoorDisableAutoClose does not work
Post: RE: SetSwingDoorDisableAutoClose does not work
well, i have tried it before but since false means disableautoclose = false , it didn't work :) |
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darksky |
Development Support
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7 |
3,967 |
03-03-2013, 12:39 PM |
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Thread: SetSwingDoorDisableAutoClose does not work
Post: RE: SetSwingDoorDisableAutoClose does not work
no need for full script.
this is the relevant part. the rest is working properly and has no other function effecting the door |
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darksky |
Development Support
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7 |
3,967 |
03-03-2013, 12:18 PM |
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Thread: SetSwingDoorDisableAutoClose does not work
Post: SetSwingDoorDisableAutoClose does not work
hi
i need to open a door dynamicaly using propforce
the thing is, SetSwingDoorDisableAutoClose does not work.
Code:[...]
SetSwingDoorDisableAutoClose("door", true);
&nbs... |
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darksky |
Development Support
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7 |
3,967 |
03-03-2013, 11:58 AM |
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Thread: script dont work
Post: RE: script dont work
don't try to unbake a cake. that will have the same result as dividing by zero :idea: |
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darksky |
Development Support
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9 |
5,239 |
03-02-2013, 09:29 PM |
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Thread: following statues
Post: RE: following statues
you could try to add the lookatcallback to the areas instead of the statues |
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darksky |
Development Support
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18 |
9,477 |
03-02-2013, 06:09 PM |
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Thread: following statues
Post: RE: following statues
you should try things yourself _before_ you ask for help.
maybe you should begin draw your idea on paper and write down what should happen when you enter area 1,area 2 ,...
if you have the correct a... |
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darksky |
Development Support
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18 |
9,477 |
03-01-2013, 04:22 PM |