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Pick Axe - ricky horror - 05-02-2011

So in models/hand_objects theres a folder called pickaxe with the entities in it. Has anyone gotten the pickaxe working?


RE: Pick Axe - xiphirx - 05-02-2011

No, even if we got it to appear in game, it wouldn't function as the game doesn't have usable weapon code.


RE: Pick Axe - MrBigzy - 05-02-2011

Actually, I think it does have code. The pickaxe has it's own .ho file with a defined melee type. I think the only thing preventing it from being usable is a key to activate it in-game. D:

Or maybe I'm wrong, but would be nice to have that for different mod types. Cool


RE: Pick Axe - ricky horror - 05-02-2011

(05-02-2011, 03:52 AM)MrBigzy Wrote: Actually, I think it does have code. The pickaxe has it's own .ho file with a defined melee type. I think the only thing preventing it from being usable is a key to activate it in-game. D:

Or maybe I'm wrong, but would be nice to have that for different mod types. Cool

Maybe you could mess around with that! :p Test some things out


RE: Pick Axe - MrBigzy - 05-02-2011

That would require having the source. So don't count on it. Sad


RE: Pick Axe - csm - 05-02-2011

(05-02-2011, 03:52 AM)MrBigzy Wrote: Actually, I think it does have code. The pickaxe has it's own .ho file with a defined melee type. I think the only thing preventing it from being usable is a key to activate it in-game. D:

Or maybe I'm wrong, but would be nice to have that for different mod types. Cool

<Attack Primary="MouseButton::RightMouse" Secondary="" />

I'm guessing that's what attack primary is used for in the user_keys config file. Located in your save file(s) dir.


RE: Pick Axe - Karai16 - 05-02-2011

this is funny, I actually just saw the same thing in the models folder and wanted to post a threat about it... well, guess I don't have to now ^^


RE: Pick Axe - MrBigzy - 05-02-2011

(05-02-2011, 09:17 AM)csm Wrote:
(05-02-2011, 03:52 AM)MrBigzy Wrote: Actually, I think it does have code. The pickaxe has it's own .ho file with a defined melee type. I think the only thing preventing it from being usable is a key to activate it in-game. D:

Or maybe I'm wrong, but would be nice to have that for different mod types. Cool

<Attack Primary="MouseButton::RightMouse" Secondary="" />

I'm guessing that's what attack primary is used for in the user_keys config file. Located in your save file(s) dir.



Unfortunately, attack primary only applies to throwing items. Sad