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Post Author Forum Replies Views Posted [asc]
  Tongue Thread: Handgun - Beretta M9
Post: RE: Handgun - Beretta M9

oh, i waited so long for a gun model with a flashlight for my new story. Thank you so much!! And finally my gun skript is ready :P Now i must try to use it as a latern.. I could ask it here: Can some...
Knusper. Development Resources 10 11,258 07-28-2013, 06:14 AM
    Thread: Gun model
Post: Gun model

So, im working on a new story. For that I need a gun with a flashlight on it (as a latern) and some amooboxes. I really read very much about making models and so on, but I dont think that I want to ha...
Knusper. Development Support 1 1,923 06-03-2013, 07:57 PM
    Thread: Working Guns (script + model)
Post: RE: Working Guns (script + model)

Ok, now my script is ready. It works nearly perfectly. edit: { The only problem is: I want to have a counter for bullets, that shows you always the amound of used bullets ingame. But If I made it wit...
Knusper. Development Support 15 11,816 05-20-2013, 11:00 AM
    Thread: Working Guns (script + model)
Post: RE: Working Guns (script + model)

For me (a really new beginner) its just perfect. Would be cool if i could use it. I just need a working model, where you can see that its a gun :P
Knusper. Development Support 15 11,816 05-16-2013, 04:23 PM
    Thread: Working Guns (script + model)
Post: RE: Working Guns (script + model)

ok thx, I will try it. And I will try to add a gun model to the flashlight from penumbra. But then you should see both always, and not only if you press F or whatever key you use for latern. Smoke, i...
Knusper. Development Support 15 11,816 05-15-2013, 01:13 PM
    Thread: Working Guns (script + model)
Post: RE: Working Guns (script + model)

thats what I said... pls read everything. So i think thats what i want, but i dont really understand it. If someone would take a time to explain it, and to show me everything i need, it would be very...
Knusper. Development Support 15 11,816 05-14-2013, 04:28 PM
    Thread: Working Guns (script + model)
Post: Working Guns (script + model)

Hey, I know, it's a big question. And if it works it would be a very hard thing: working guns. Working means, that you can shoot with a mouse click and if you are turned to a monster it dies. There a...
Knusper. Development Support 15 11,816 05-14-2013, 03:45 PM
    Thread: Script Help
Post: RE: Script Help

But you should only look at the slender in witch area you are. So slender_1 is in area Scriptarea01. thats why i wrote int i; i = LastArea[1]; StartPlayerLookAt("Slender_" + i, 1, 1.5, "Dead"); (here...
Knusper. Development Support 39 30,167 03-28-2013, 04:56 PM
    Thread: Script Help
Post: RE: Script Help

Its named "Slender_5" for example. Or "Slender_2". With int i; i = LastArea[1]; I find out the number of the slender. Here is where i have lastarea declared: Code:string LastArea = "00"; void InArea(s...
Knusper. Development Support 39 30,167 03-28-2013, 03:15 PM
    Thread: Script Help
Post: RE: Script Help

hm, i will see what is possible. Here the next problem :P : Code:void nomove(string &in asTimer) {     if(IsInArea == true)     {     &n...
Knusper. Development Support 39 30,167 03-28-2013, 03:01 PM
    Thread: Script Help
Post: RE: Script Help

Its the moving picture like when your tv is broken: http://i.computer-bild.de/imgs/4/4/1/9/6...cdeb5e.jpg http://img834.imageshack.us/img834/2329/...chnee3.gif
Knusper. Development Support 39 30,167 03-27-2013, 02:21 PM
    Thread: Script Help
Post: RE: check if active/ string to int/ etc.

Ok. i will set this to a thread where i post my problems of this special map (I have lots...) I hope thats ok. So, now Maybe you know slender. My map will be like slender. I am now searching for a wa...
Knusper. Development Support 39 30,167 03-26-2013, 09:46 PM
    Thread: Script Help
Post: RE: check if active/ string to int

you dont have to :sleepy:
Knusper. Development Support 39 30,167 03-26-2013, 08:44 PM
    Thread: Script Help
Post: RE: check if active/ string to int

I knew that it was that easy... :dodgy: It works now :P thx
Knusper. Development Support 39 30,167 03-26-2013, 06:51 PM
    Thread: Script Help
Post: RE: check if active/ string to int

stereo. Does it have to be mono? :blush:
Knusper. Development Support 39 30,167 03-26-2013, 02:03 PM
    Thread: Script Help
Post: RE: check if active/ string to int

debug message is shown, and still if i delete the music completely, I dont hear any sound... very strange that nothing is working.
Knusper. Development Support 39 30,167 03-26-2013, 01:42 PM
    Thread: Script Help
Post: RE: check if active/ string to int

nope :-/
Knusper. Development Support 39 30,167 03-26-2013, 01:19 PM
    Thread: Script Help
Post: RE: check if active/ string to int

tried all but it still doesnt work. :huh:
Knusper. Development Support 39 30,167 03-26-2013, 01:11 PM
    Thread: Script Help
Post: RE: check if active/ string to int

Code:<SOUNDENTITY>   <SOUNDS>       <Main>           <Sound File="Slender pip.ogg" /> ...
Knusper. Development Support 39 30,167 03-26-2013, 12:10 PM
    Thread: Script Help
Post: RE: check if active/ string to int

ok, now i have another problem :dodgy: I dont hear the sounds i added. Example: PlaySoundAtEntity("", "Slender pip.snt", "player", 0, false); Maybe it has to do something with the priority??? Before ...
Knusper. Development Support 39 30,167 03-26-2013, 10:44 AM