Memento when trying to open a door - 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: Memento when trying to open a door (/thread-10826.html) |
Memento when trying to open a door - FreshKorruption - 10-17-2011 What is the hps and extra_english.lang scripting required to make a memento when you try to open a locked door. RE: Memento when trying to open a door - Statyk - 10-17-2011 try this... but add your info. And make sure the door is locked in the level editor! NOTE! Anything capitalized, add your own details. and when it says "J_QUEST NAME", keep the J in there. It helps separate it from the .hps, at least what i do =P //________________________ void OnStart() { SetEntityPlayerInteractCallback("LOCKED_LEVELDOORNAME", "Adddoorquest", true); } void Adddoorquest(string &in asEntity) { AddQuest("QUEST_NAME", "J_QUEST_NAME"); //asNameAndTextEntry - entry in the .lang file. Must start with "Quest_J_QUESTNAME_Name" / "Quest_J_QUESTNAME_Text", and be in CATEGORY “Journal”! } //____________________________________ In extra_english.lang: <CATEGORY Name="Journal"> <Entry Name="Quest_J_QUESTNAME_Name">title of your quest! yadda yadaa!</Entry> <Entry Name="Quest_J_QUESTNAME_Text">This is what's put in your momento, blah blah!</Entry> </CATEGORY> //____________________________________ Let me know if it works! |