Engine Capabilities - 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: Engine Capabilities (/thread-3549.html) |
RE: Engine Capabilities - fenixkane - 08-24-2010 A couple of questions: What kind of control over AI are modders able to have? Also would there be any way of having a dialog window system (a tad far fetched I think)? RE: Engine Capabilities - Thomas - 08-24-2010 AI: There are some basic types of enemies and then one can edit various properties for these. Dialog window system: Afraid not. RE: Engine Capabilities - fenixkane - 08-25-2010 Thank you for the speedy reply. I wonder if there would be any way to implement a dialog system through a third party tool... Does anyone know if such a thing exists (or if anything existing can be Gerry-rigged into doing it)? RE: Engine Capabilities - superluser - 08-26-2010 (08-24-2010, 12:52 PM)Thomas Wrote: Dialog window system: Afraid not. What about using the computer interface as a makeshift dialog interface? It wouldn't be ideal, but it would work. RE: Engine Capabilities - spukrian - 08-27-2010 Yes, the Computer Interface from Black Plague should be able to be modified into to a a dialog system. At least in theory. RE: Engine Capabilities - Sexbad - 09-08-2010 Is there any possibility for motion blur or depth of field left over in the engine like in Penumbra? RE: Engine Capabilities - Naserve - 09-08-2010 Kinda off topic but can we expect to see the developers tools out in a weeK? A month? Do we have a time frame? I want to get into making some maps and playing around with it. RE: Engine Capabilities - Radu IceMan - 09-10-2010 How do your triggers work? Is it a brush based entity? I noticed the AI path finding system in one of the videos, which is quite similar to the one used by the Source engine. Also, can you go a bit in detail about the scripting system? Will we have a input/output system with multiple options to choose? I like to compare engines to the Source engine, since I'm only experienced with that. If there are more similarities to it I might actually enjoy it. RE: Engine Capabilities - monkeyshots - 09-10-2010 Hi ! The Question that i have in my head since i read about the level and other editors being released is: will people only be able to make 'single'-maps or is it possible to actually make a series of maps and chain them together like in the main game ? so that people could make real and long stories/expansions and release them to other people ? THanks. RE: Engine Capabilities - MulleDK19 - 09-11-2010 (09-10-2010, 09:41 PM)Radu IceMan Wrote: How do your triggers work? Is it a brush based entity? I noticed the AI path finding system in one of the videos, which is quite similar to the one used by the Source engine. There's not really "triggers". Well... There is, but they're not called triggers. To make a "trigger", you create an area in 3D space (x,y,z), and call it something. Then in your script, you can use the function: Code: AddEntityCollideCallback(string &in asParentName, string &in asChildName, string &in asFunction, bool abDeleteOnCollide, int alStates) Example: Code: void OnStart() (09-10-2010, 10:05 PM)monkeyshots Wrote: Hi ! You'll be able to make exactly what you see in the real game. |