[Help] Envy the Dead Developemt & Scripting Questions - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [Help] Envy the Dead Developemt & Scripting Questions (/thread-20332.html) |
RE: [Help] Envy the Dead Developemt Questions/Problems - plutomaniac - 02-15-2013 Thx, but I want my mod to consist of a folder (EtD) and a bat file (EtD.bat). Nothing more. So that if someone wants to uninstall it he can just delete two things and don't mess with anything else. RE: [Help] Envy the Dead Developemt Questions/Problems - The chaser - 02-15-2013 Of course: Then just: Release a .zip which looks like this: -EtD -EtD.bat Inside EtD: entities static_objects Can't believe I'm helping a moderator. RE: [Help] Envy the Dead Developemt Questions/Problems - plutomaniac - 02-15-2013 Yes, that's what I've done. The editors though cannot read from there and from the Amnesia paths. It's either static_objects or EtD/static_objects. Not both. That's the point. That's why YourComputer said that workaround that I do too. RE: [Help] Envy the Dead Developemt Questions/Problems - The chaser - 02-15-2013 *clears throat* You do that when you Release it. To create the mod, put your resources (like entities in entities/EtD) and in your Isolated Full Conversion. When you release it, you just release the .bat and the EtD folder which contains all the resources you modded with I hope that clears a bit your understanding RE: [Help] Envy the Dead Developemt Questions/Problems - plutomaniac - 02-15-2013 I know that too. I had forgotten why I rejected the idea. Now that I tried it again I saw why. If I do that the folders inside EtD are not appearing so I see all my custom entities in one row instead of the respectable folders. I want to see entities/EtD/lamp/custom_lamp.dae instead of a huge list of all my custom entities from the folders lamp,enemy etc... Do you understand what I mean because I might have confused you now. RE: [Help] Envy the Dead Developemt Questions/Problems - The chaser - 02-15-2013 As long as you put the model and it's respective data in the EtD folder, there's nothing you should worry about, so I think you can put it however you want RE: [Help] Envy the Dead Developemt Questions/Problems - plutomaniac - 02-15-2013 I decided to go with what Chaser said. I put them at EtD folders and I don't care if they are mixed up. Either way, when I started I would put the randomly so...now it doesn't really matter. RE: [Help] Envy the Dead Developemt & Scripting Questions - plutomaniac - 03-16-2013 Hello again, two days ago I started to learn scripting. I watched all 22 videos of YourComp and got a good idea. I am currently scripting my first map. 1) I don't seem to understand how to implement a constant check. For example, when the player picks up an item show a message. In the meantime, I want to check constantly. Yes, I tried while etc (I know C). 2) How do sounds work exactly? Sometimes, unless I put the sounds very apart the second one is not being played. For example if I write the below, the second one is not heard at all. Basically I want one sound to play after the other: PlayGuiSound("sound1", 1); PlayGuiSound("sound2", 1); //I also tried PlayMusic function, same result 3) Does PreloadSound help with something like performance etc...? RE: [Help] Envy the Dead Developemt & Scripting Questions - plutomaniac - 03-16-2013 Yes, thank you. I was trying to use a HasItem + an if check combination. It works great now. No1 solved. RE: [Help] Envy the Dead Developemt & Scripting Questions - NaxEla - 03-16-2013 (03-16-2013, 12:31 AM)plutomaniac Wrote: 2) How do sounds work exactly? Sometimes, unless I put the sounds very apart the second one is not being played. For example if I write the below, the second one is not heard at all. Basically I want one sound to play after the other: 2) By writing Code: PlayGuiSound("sound1", 1); PHP Code: void OnStart() Don't forget that you can also use PlaySoundAtEntity if you want to play the sound at a certain entity. Using PlayGuiSound does not use 3D at all. 3) Preloading is basically to improve performance. It will load the sound/particle system before it is played so that you don't get a mini lag spike when its played/created. Here's a thread that was created not too long ago: http://www.frictionalgames.com/forum/thread-20577.html Edit: Robosprog's code is perfectly fine, but for this situation (something happens when item is picked up), it would probably be better to use SetEntityPlayerInteractCallback. This is Robosrog's code modified: PHP Code: void OnStart() |