Script causing game to randomly crash (No FATAL ERROR) - 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: Script causing game to randomly crash (No FATAL ERROR) (/thread-7885.html) |
RE: extra_english.lang not working. (used to be "Where do I find water?" - RawkBandMan - 05-09-2011 (05-09-2011, 10:47 PM)Kyle Wrote: So the description for your custom story says "No description"? I'm just trying to verify. Yep. And the key names/description and door names aren't working either. RE: extra_english.lang not working. (used to be "Where do I find water?" - RawkBandMan - 05-11-2011 Bump! Help me please! RE: extra_english.lang not working. (used to be "Where do I find water?" - Mofo - 05-11-2011 Quote:<LANGUAGE> RE: extra_english.lang not working. (used to be "Where do I find water?" - RawkBandMan - 05-11-2011 (05-11-2011, 07:42 AM)Mofo Wrote:Quote:<LANGUAGE> Wow. Can't believe I didn't notice it. Thank you! Everything is now working except for the door names. RE: extra_english.lang not working. (used to be "Where do I find water?" - Mofo - 05-11-2011 (05-11-2011, 02:41 PM)XxRoCkBaNdMaNxX Wrote: Thank you! Everything is now working except for the door names. Make sure the name in the extra_english.lang matches the TextEntry name you gave the entity. Spoiler below!
RE: extra_english.lang not working. (used to be "Where do I find water?" - RawkBandMan - 05-11-2011 (05-11-2011, 04:43 PM)Mofo Wrote:(05-11-2011, 02:41 PM)XxRoCkBaNdMaNxX Wrote: Thank you! Everything is now working except for the door names. Ah! Thank you very much! Will try again once I go back on Amnesia RE: extra_english now is working, but I need help with a different script :) - RawkBandMan - 05-12-2011 Okay it works! Now what I need is a script that will make a monster not notice me,and that it will disappear when its out of sight (after it follows its path nodes.). I know how to make it follow path nodes, but I do not know how to make it not notice me, and how to make it disappear. Sorry if I'm bothering you guys RE: extra_english now is working, but I need help with a different script :) - Kyle - 05-12-2011 SetEnemyDisableTriggers(string& asName, bool abX); The monster will probably disappear by itself. RE: extra_english now is working, but I need help with a different script :) - Roenlond - 05-12-2011 You can place a script area at the last path node and use the FadeEnemyToSmoke command. RE: extra_english now is working, but I need help with a different script :) - RawkBandMan - 05-12-2011 (05-12-2011, 01:37 AM)Kyle Wrote: SetEnemyDisableTriggers(string& asName, bool abX); (05-12-2011, 08:21 AM)Roenlond Wrote: You can place a script area at the last path node and use the FadeEnemyToSmoke command. @Kyle Like this? void SetEnemyDisableTriggers("servant_grunt_1", "true"); @Roenlond so it would look like this? void FadeEnemyToSmoke("servant_grunt_1", "ab Playsound"); Except have a sound at ab PlaySound? How would I set my area into that? |