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Thread: Insanity sound
Post: RE: Insanity sound
(08-17-2015, 04:37 PM)Slanderous Wrote: Place the monster function in Void OnEnter(), so it activates every time player enters the map.
Thanks! |
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Lars |
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08-17-2015, 04:43 PM |
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Thread: Insanity sound
Post: RE: Insanity sound
I have another question. When you leave, for example map a, which has a monster following you in it and then return to that map: map a, the monster will be gone. How do you get that monster back when ... |
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Lars |
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08-17-2015, 04:14 PM |
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Thread: Insanity sound
Post: RE: Insanity sound
(08-17-2015, 01:52 PM)jens Wrote: missing a , between "C" and "PlayerStartArea_2" in the two Checkpoint(...)
Ah thanks |
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Lars |
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08-17-2015, 02:22 PM |
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Thread: Insanity sound
Post: RE: Insanity sound
(04-05-2015, 03:31 PM)Darkfire Wrote: Yes: The function that I called "CheckP" is called when you die. You see, when the monster entity is activated, the invisible/unactive one reappears after the a... |
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Lars |
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08-17-2015, 01:16 PM |
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Thread: Insanity sound
Post: RE: Insanity sound
(04-04-2015, 05:29 PM)Darkfire Wrote: That's true. And I think you have to kind of reset the script, for example if you have AddEntityCollideCallback that triggers the monster, you'll have to use th... |
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Lars |
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04-05-2015, 02:36 PM |
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Thread: Insanity sound
Post: RE: Insanity sound
Thanks but I have one more thing:D. Again about the original story. When you get killed by a monster in the original story and respawn, the monster will still be there. It doesn't go away or anything.... |
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Lars |
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04-04-2015, 03:46 PM |
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Thread: Insanity sound
Post: RE: Insanity sound
(04-02-2015, 05:55 PM)Darkfire Wrote: Why would you want to remove that sound ?
You have to delete AreaTerror arreaS, because there are a few of them, one for each room. In case the game crashes af... |
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Lars |
Development Support
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8,580 |
04-02-2015, 07:28 PM |
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Thread: Insanity sound
Post: Insanity sound
In the original Amnesia game, they have some sound (something like the sound when you are insane) when you enter an area that is with a lot of bodies or with organic stuff. I took a look at the map an... |
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Lars |
Development Support
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8,580 |
04-02-2015, 04:19 PM |
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Thread: Need help for custom enemy
Post: RE: Need help for custom enemy
(01-20-2015, 07:44 PM)Daemian Wrote: You export the animated model as dae and then you rename it to dae_anim
e.g.
export slender.dae > rename to > slender_walking.dae_anim
I can't change it. ... |
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Lars |
Development Support
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8,934 |
01-20-2015, 07:57 PM |
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Thread: Need help for custom enemy
Post: RE: Need help for custom enemy
(01-19-2015, 02:26 PM)Juras Wrote: First of all, you can use IKs and Controllers for your skeleton, but when you're finished with an animation, you need to bake the animation (it's called "bake simu... |
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Lars |
Development Support
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8,934 |
01-20-2015, 07:26 PM |
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Thread: Need help for custom enemy
Post: RE: Need help for custom enemy
(01-18-2015, 09:07 PM)Darkfire Wrote: I think when some basic animation is missing, the monster will not load in the viewer. I'm not 100% sure, as I never made one. Only screwed around with the orig... |
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Lars |
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8,934 |
01-19-2015, 07:35 AM |
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Thread: Need help for custom enemy
Post: RE: Need help for custom enemy
I used maya but I don't know what version of Amnesia. But I was actually able to open the model without a Skeleton. But when I put in a skeleton with animation it goes wrong.
(01-17-2015, 09:56 PM)D... |
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Lars |
Development Support
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01-18-2015, 09:43 AM |
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Thread: Need help for custom enemy
Post: Need help for custom enemy
I have made a custom enemy for amnesia the dark descent and animated it. But when I try to open it in the model viewer it says error and when I check error messages it says: No 'extra scene' element f... |
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Lars |
Development Support
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01-17-2015, 03:46 PM |