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HAI GUYS! - 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 (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: HAI GUYS! (/thread-8484.html) Pages:
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RE: HAI GUYS! - SLAMnesia - 06-08-2011 Oh god, im trying to incorporate your script into mine and its difficult. I'll get back to you in 30 or so if I can't figure it out OK I did my best in incorporating and I think it might be you at fault :\ I got an error: main (111, 36): ERR :'_crankSignature' is not declared main (113, 77): ERR :'_doorName' is not declared these lines of code are (lines 105-117) Code: //If we have only one crank left, then that crank needs to be attached to the door. RE: HAI GUYS! - Apjjm - 06-08-2011 Did you include the definition of the constants as I did in my code? Those constants are there so you can specify the names of the objects without having to alter the attachCrankToBase function at all. Code: ///////////////////////////////////////////////////////////// This was done to provide a single point of control for the attachCrankToBase function - want to use objects called "wheel_base_" - then instead of going through the code and changing it in loads of places, you can just do it in that one constant and let the HPL do the rest for you at no performance loss. RE: HAI GUYS! - SLAMnesia - 06-08-2011 ooh sweet i didnt know that! umm im about to try it out but does the location of the constant code matter? if so where ![]() WOOO thanks man! The game opens and everything works flawlessly except >.> the vertical door doesnt react or anything when I turn both cranks all the way. I've tried interchanging the cranks on but no avail ![]() FINISH THE BEAST YOU HATH CREATED! <3 you so much no idea dude DUDE I FIGURED IT OUT ON MY OWN!!! http://plus4chan.org/b/coc/src/129479057199.jpg I was poking around the map you made for me (thanks!) and I found that the crank_base# had "crankStateChanged" somewhere under the entity tab, so I made my map identicle to yours and wallah! ![]() ![]() |