Can't name keys and other problems - 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: Can't name keys and other problems (/thread-15354.html) |
Can't name keys and other problems - bagobonez - 05-10-2012 Posted this is technical problems sub forum but no replies, thought I'd try here. I followed the tutorials for naming keys... my english.lang scripting matches up perfectly with the tutorial and my key is named appropriately in the level editor, yet when I'm in debug mode and I actually grab the key it says "picked up" and that's it... as if the game is looking for the name of the key but can't find it. Also... from time to time it seems my english.lang file just stops being recognized by the game, but only for my custom story, not for other custom stories I've downloaded. I checked and re-checked and it appeared fine, yet the game refuses to acknowledge it. I eventually just delete it and start over and that fixes it... for a while... One last question... how do I get a door name message to pop up when i aim at the door in-game? can't find a tutorial for that anywhere. Thanks for helping a modding noob. RE: Can't name keys and other problems - Litronom - 05-10-2012 when you load your map trough debug mode, it wont recognize the .lang be sure to start your story from main menu. For the door text: in the level editor, you can define a locked text. (im not sure what its called, im not at my computer atm.) RE: Can't name keys and other problems - bagobonez - 05-10-2012 Thanks, the key name is finally working, I guess it was the debug mode that had it screwed up! Will keep experimenting with the door texts! RE: Can't name keys and other problems - Rownbear - 05-10-2012 (05-10-2012, 11:13 AM)bagobonez Wrote: Thanks, the key name is finally working, I guess it was the debug mode that had it screwed up! Will keep experimenting with the door texts!you must create a "Levels" in your extra_English, then when you target the door in leveleditor, go to entity and write it in the "TextEntry" In my case the "textEntry" says MainHall, and my extra_english is looking like this then Spoiler below!
so when i target it it says "Main Hall" This is only for leveldoors, if you want it to be regular doors you have to do something else i think. RE: Can't name keys and other problems - bagobonez - 05-10-2012 (05-10-2012, 01:33 PM)Rownbear Wrote:Ok... Basically what I'm getting at is I want the player to know for example, "Hey this is the library, but it's locked." then when they get the Library Key they know which door to return to to use the Library Key. Can you help me with how to do that? Thanks!(05-10-2012, 11:13 AM)bagobonez Wrote: Thanks, the key name is finally working, I guess it was the debug mode that had it screwed up! Will keep experimenting with the door texts!you must create a "Levels" in your extra_English, then when you target the door in leveleditor, go to entity and write it in the "TextEntry" RE: Can't name keys and other problems - Theforgot3n1 - 05-10-2012 (05-10-2012, 01:45 PM)bagobonez Wrote:Can't you name the key "Library Key" and have a description for the key saying "This key must go to a library!"? You should get a memento from the library door, saying "This door is locked and can only be opened with a key."(05-10-2012, 01:33 PM)Rownbear Wrote:Ok... Basically what I'm getting at is I want the player to know for example, "Hey this is the library, but it's locked." then when they get the Library Key they know which door to return to to use the Library Key. Can you help me with how to do that? Thanks!(05-10-2012, 11:13 AM)bagobonez Wrote: Thanks, the key name is finally working, I guess it was the debug mode that had it screwed up! Will keep experimenting with the door texts!you must create a "Levels" in your extra_English, then when you target the door in leveleditor, go to entity and write it in the "TextEntry" How much have you done so far? RE: Can't name keys and other problems - Rownbear - 05-10-2012 I guess you put out a "Sign" area, you find those in the list with scriptareas. just put it to cover the door, and edit the entity options there, make a category "signs" and call it "library" (In the Extra_english) so when the player looks at that signbox it will say "library" or "library door" And if its bothersome after you've unlocked the door, put set entity false to disable it, along with the script to unlock the door, RE: Can't name keys and other problems - Litronom - 05-10-2012 (05-10-2012, 02:36 PM)Rownbear Wrote: I guess you put out a "Sign" area, you find those in the list with scriptareas. just put it to cover the door, and edit the entity options there, make a category "signs" and call it "library" (In the Extra_english) so when the player looks at that signbox it will say "library" or "library door"If you place a sign area in front of the door, you cant interact with the door. So, if you want to unlock it with the key, scale the sign area up to the doors size and use AddUseItemCallback in connection with the sign area. |