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One question? - skatekai - 07-24-2012

Is there any page or any tutorial that tells all the scripts that can be used in scripts? I'm not saying HPL2 Documentation page but another?

and that script should be used to sound a beep when you walk through an area?


RE: One question? - SilentStriker - 07-24-2012

I don't really know what you mean (since there is a lot of different script languages and all are a more or less different) but the hpl2 wiki documentation has all the scripts for amnesia. But if you want to learn more general scripts like the general scripts for C++ (which Angelscript(the language that amnesia uses) are based off) check the google C++ documentation.


RE: One question? - skatekai - 07-24-2012

(07-24-2012, 11:25 AM)SilentStriker Wrote: I don't really know what you mean (since there is a lot of different script languages and all are a more or less different) but the hpl2 wiki documentation has all the scripts for amnesia. But if you want to learn more general scripts like the general scripts for C++ (which Angelscript(the language that amnesia uses) are based off) check the google C++ documentation.
And what script to use for that when you pass through an area a music sound?


RE: One question? - SilentStriker - 07-24-2012

You place a Script area then use AddEntityCollideCallback and if you want to play music it's PlayMusic but if you want to play a sound it's PlaySoundAtEntity


RE: One question? - zecuro - 07-24-2012

http://wiki.frictionalgames.com/hpl2/amnesia/script_functions
its the only thing i know well still some hpl 2 documentation but what are you using ?????


RE: One question? - SilentStriker - 07-24-2012

(07-24-2012, 02:40 PM)zecuro Wrote: http://wiki.frictionalgames.com/hpl2/amnesia/script_functions
its the only thing i know well still some hpl 2 documentation but what are you using ?????
huh?


RE: One question? - skatekai - 07-24-2012

(07-24-2012, 02:40 PM)zecuro Wrote: its the only thing i know well still some hpl 2 documentation but what are you using ?????

I have seen the videos of "Noob to Pro" by Your Computer and the man used a program (like the notepad++ or notepad) in when you started with a script appeared a few options of the same script, not know if I I explained well

(07-24-2012, 02:39 PM)SilentStriker Wrote: You place a Script area then use AddEntityCollideCallback and if you want to play music it's PlayMusic but if you want to play a sound it's PlaySoundAtEntity
okay, but does not work just try it and it feels. I'll put something in the script to look at me:




void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "LightsOut", true, 1);
}
void LightsOut(string &in asParent, string &in asChild, int alState)
{
SetLampLit("candlestick_floor_1", false, true);
AddTimer("", 0, "Out2");
CreateParticleSystemAtEntity("ParticleSystem_1", "ps_dust_whirl.ps", "LightsOut", false);

PlaySoundAtEntity("", "general_wind_whirl.snt", "LightsOut", 0, false);
}


RE: One question? - SilentStriker - 07-24-2012

YourComputer is using geany with a hpl thing he made not notepad++. He has a video about that.

is your script area named LightsOut? since the sound and the particles is created at something called LightsOut right now and if you don't have a entity or a script area called LightsOut it wont work.


RE: One question? - skatekai - 07-24-2012

(07-24-2012, 03:09 PM)SilentStriker Wrote: YourComputer is using geany with a hpl thing he made not notepad++. He has a video about that.

is your script area named LightsOut? since the sound and the particles is created at something called LightsOut right now and if you don't have a entity or a script area called LightsOut it wont work.


Really what I want is that when you pass through an area to leave the lights (lights out) and play the sound of the wind that would be "general_wind_whirl.snt" and with a particle that simulates the wind, but can not get it to work.

So I have to do two areas?


RE: One question? - SilentStriker - 07-24-2012

One area that the player should collide with and one area that the wind and particles are created