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Thread: Subject 16 [WIP Story] **Updated 23/1-11**
Post: RE: Subject 16 [WIP Story] **Updated 12/1-11**
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Neatherblade |
Custom Stories, TCs & Mods - Development
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10 |
12,806 |
01-23-2011, 05:27 PM |
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Thread: Possible to set up a dev environment for a custom story instead of map?
Post: RE: Possible to set up a dev environment for a cus...
Got to custom_story_settings.cfg and change StartMap="YOURMAP.map" |
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Neatherblade |
Custom Stories, TCs & Mods
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10 |
10,168 |
01-16-2011, 10:53 AM |
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Thread: Scripts Recollection - revisited
Post: RE: Scripts Recollection - revisited
- Doors
- Monsters
- Items
- Beginner
- Intermediate
- Advanced
- Timers
- Levers/Buttons
- Language edit
Just some suggestions on categories.
And better explanations would be great. |
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Neatherblade |
Custom Stories, TCs & Mods
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9 |
7,145 |
01-15-2011, 09:40 PM |
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Thread: Subject 16 [WIP Story] **Updated 23/1-11**
Post: RE: Subject 16 [WIP Story]
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Neatherblade |
Custom Stories, TCs & Mods - Development
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10 |
12,806 |
01-12-2011, 11:05 PM |
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Thread: How to make encounters?
Post: RE: How to make encounters?
Try this Ethril.
Code:void onStart()
{
AddUseItemCallback("", "strangekey_1", "cellar_wood01_2", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "corpseroom", "Collidecorpseroom", true, 1... |
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Neatherblade |
Custom Stories, TCs & Mods
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15 |
16,042 |
01-12-2011, 08:54 PM |
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Thread: Of Keys and Locked doors...
Post: RE: Of Keys and Locked doors...
The door you have in the editor is named OldDoor aswell? |
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Neatherblade |
Custom Stories, TCs & Mods
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11 |
10,528 |
01-12-2011, 12:27 PM |
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Thread: Of Keys and Locked doors...
Post: RE: Of Keys and Locked doors...
void OnStart()
{
AddUseItemCallback("", "R01_Key1", "mansion_1", "KeyOnDoor", true);
}
void KeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("mansion_1", false,... |
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Neatherblade |
Custom Stories, TCs & Mods
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11 |
10,528 |
01-12-2011, 11:10 AM |
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Thread: un-lit one lamp = un-lit all others
Post: RE: un-lit one lamp = un-lit all others
This is how i have done it.
void OnStart()
{
AddEntityCollideCallback("Player", "torch_trigger", "BloodTorchoff1", true, 1);
}
void BloodTorchoff1(string &in asParent, string &in asChild, i... |
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Neatherblade |
Custom Stories, TCs & Mods
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7 |
5,892 |
01-11-2011, 08:02 PM |
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Thread: Subject 16 [WIP Story] **Updated 23/1-11**
Post: RE: Subject 16 [WIP Story]
That monster was just a test script since i have never done scripts before. I have been reworking some areas and done new scripts, but like i have said its all work in progress... |
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Neatherblade |
Custom Stories, TCs & Mods - Development
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10 |
12,806 |
01-09-2011, 09:05 PM |
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Thread: Make things play in a specific order?
Post: RE: Make things play in a specific order?
Could not get that code to work, but i fixed it with triggers instead.
Thanks anyway. |
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Neatherblade |
Custom Stories, TCs & Mods
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2 |
2,631 |
01-09-2011, 06:37 PM |
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Thread: Make things play in a specific order?
Post: Make things play in a specific order?
I want this to play
void OnStart()
{
AddEntityCollideCallback("Player", "scary_trigger", "ScaryTriggerFunc", true, 1);
}
void ScaryTriggerFunc(string &in asParent, string &in asChild, int a... |
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Neatherblade |
Custom Stories, TCs & Mods
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2 |
2,631 |
01-09-2011, 04:53 PM |
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Thread: Subject 16 [WIP Story] **Updated 23/1-11**
Post: Subject 16 [WIP Story] **Updated 23/1-11**
My story is little inspired by the Resident Evil series.
NEW UPDATE **23/1-11
New Screenshots
NEW UPDATE **12/1-11**
New Screenshots |
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Neatherblade |
Custom Stories, TCs & Mods - Development
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10 |
12,806 |
01-08-2011, 02:06 AM |
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Thread: Change name on keys? Solved
Post: RE: Change name on keys? [Solved]
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Neatherblade |
Custom Stories, TCs & Mods
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1 |
2,264 |
01-07-2011, 11:36 PM |
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Thread: Change name on keys? Solved
Post: Change name on keys? Solved
Is it possible to change the name on keys.
For example i have the machine room key but i want it named sewer key
and the same in the inventory. Have been looking around for atleast 1 hour but cant fin... |
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Neatherblade |
Custom Stories, TCs & Mods
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1 |
2,264 |
01-07-2011, 09:39 PM |
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Thread: Making a trigger to turn lights off?
Post: Making a trigger to turn lights off?
Have been looking on the wiki for a function to turn the lights of when walking over a trigger, have only found this one SetLampLit, but i have no success to make it work.
void SetLampLit(string&... |
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Neatherblade |
Custom Stories, TCs & Mods
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5 |
5,435 |
01-06-2011, 06:22 PM |
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Thread: Error: Unexpected token {
Post: RE: Error: Unexpected token {
Its working now, thanks all :D |
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Neatherblade |
Custom Stories, TCs & Mods
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8 |
7,836 |
01-06-2011, 03:45 PM |
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Thread: Error: Unexpected token {
Post: RE: Error: Unexpected token {
But if i do like you did i get the error unexpected token { and expected indentifier. |
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Neatherblade |
Custom Stories, TCs & Mods
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8 |
7,836 |
01-06-2011, 12:38 PM |
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Thread: Error: Unexpected token {
Post: RE: Error: Unexpected token {
None of that did work, all i get is new errors.
Either i already have a void OnStart() or it want indentifiers when i remove { and use void onEnter() or that i should use , or ; efter ()
but none of ... |
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Neatherblade |
Custom Stories, TCs & Mods
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8 |
7,836 |
01-06-2011, 12:18 PM |
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Thread: Error: Unexpected token {
Post: Error: Unexpected token {
After i have made this script
void OnStart()
{
AddEntityCollideCallback("Player" , "ScriptArea_1" , "MonsterFunc1" , true , 1);
}
void MonsterFunc1(string &in asParent , string &in asChild ... |
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Neatherblade |
Custom Stories, TCs & Mods
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8 |
7,836 |
01-05-2011, 11:27 PM |