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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!
Lars Development Support 15 8,580 08-17-2015, 04:43 PM
    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 ...
Lars Development Support 15 8,580 08-17-2015, 04:14 PM
    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
Lars Development Support 15 8,580 08-17-2015, 02:22 PM
    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...
Lars Development Support 15 8,580 08-17-2015, 01:16 PM
    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...
Lars Development Support 15 8,580 04-05-2015, 02:36 PM
    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....
Lars Development Support 15 8,580 04-04-2015, 03:46 PM
    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...
Lars Development Support 15 8,580 04-02-2015, 07:28 PM
    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...
Lars Development Support 15 8,580 04-02-2015, 04:19 PM
    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. ...
Lars Development Support 10 8,934 01-20-2015, 07:57 PM
    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...
Lars Development Support 10 8,934 01-20-2015, 07:26 PM
    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...
Lars Development Support 10 8,934 01-19-2015, 07:35 AM
    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...
Lars Development Support 10 8,934 01-18-2015, 09:43 AM
    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...
Lars Development Support 10 8,934 01-17-2015, 03:46 PM