Safety Gates and Combination - 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: Safety Gates and Combination (/thread-13611.html) |
Safety Gates and Combination - Alento - 02-26-2012 Hey everyone! I'm doing the second part of my CS, and I've decide to make a drill (that you combine), Question is, how do i make em' "combine-able"? And my second question is. I have a safety valve, wich you could open with a wheel. But now I want it to open if a "puzzle" is solved. the "puzzle" is that you set an "cogwheel station" (the one that slows the waterwheel in original). But how do I get the safety valve to go up when the "puzzle" is solved? I mean, i don't even know how to make the valve go up Any suggestions? Thanks! RE: Safety Gates and Combination - SilentStriker - 02-26-2012 I think you need a Inventory.hps file to be able to combine things RE: Safety Gates and Combination - Alento - 02-26-2012 (02-26-2012, 07:00 PM)SilentStriker Wrote: I think you need a Inventory.hps file to be able to combine thingsoh, okey, will try The Animation for the drill, how do I do that? RE: Safety Gates and Combination - SilentStriker - 02-26-2012 That's another problem though it's cinematics and some skills. Check deterioration's scripts it has a drill animation RE: Safety Gates and Combination - Alento - 02-26-2012 (02-26-2012, 07:14 PM)SilentStriker Wrote: That's another problem though it's cinematics and some skills. Check deterioration's scripts it has a drill animationOkey , thank you! but, I tried the Combination with and Inventory.hps, but it sin't work :/ Script: void OnStart() { AddCombineCallback("drill1", "drill2", "drill3", "HandDrill", true); } void HandDrill(string &in asItemA, string &in asItemB) { RemoveItem("drill1"); RemoveItem("drill2"); RemoveItem("drill3"); GiveItem("HandDrill", "hand_drill.ent", "HandDrill", "", 1); } (02-26-2012, 07:25 PM)Alento Wrote:hm.. probably add an "asItemC" ?(02-26-2012, 07:14 PM)SilentStriker Wrote: That's another problem though it's cinematics and some skills. Check deterioration's scripts it has a drill animationOkey , thank you! RE: Safety Gates and Combination - SilentStriker - 02-26-2012 Did you use the Inventory.hps right then? This is how the Inventory.hps should look like: Code: void OnGameStart() And remember to put it inside your map folder RE: Safety Gates and Combination - Alento - 02-26-2012 (02-26-2012, 07:29 PM)SilentStriker Wrote: Did you use the Inventory.hps right then?hm.. weird.. I did exactly as you did, and still it didn't work... I wish the TDD inventory would help, but it so much that I don't understand xD SO MESSY But anyways.. It didn't work :/ And also, what did you mean with deterioration's scripts? (02-26-2012, 07:29 PM)SilentStriker Wrote: Did you use the Inventory.hps right then?maybe I should just have something else to open the freaking door... ^^ Do you know anything about the "safety door"? RE: Safety Gates and Combination - SilentStriker - 02-27-2012 Deterioration is a CS that uses a drill animation, look at it's scripts and map and then you see how to do it |