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    Thread: Lovely Mr Johnson
Post: RE: Lovely Mr Johnson

(09-16-2011, 11:28 PM)skypeskype Wrote: Cool screenies, bro! You might wanna learn adding a few billboards and some trees outside the windows. That makes the rooms feel a lot more natural. Keep up t...
ZRPT Custom Stories, TCs & Mods - Development 9 9,387 09-17-2011, 06:49 AM
    Thread: Lovely Mr Johnson
Post: RE: Lovely Mr Johnson

Just one shameless bump.
ZRPT Custom Stories, TCs & Mods - Development 9 9,387 09-13-2011, 08:33 PM
    Thread: How would i go about replacing a picture in a frame?
Post: RE: How would i go about replacing a picture in a ...

I seem to still be having the same problem.
ZRPT Development Support 14 13,684 09-07-2011, 04:47 AM
    Thread: Animations
Post: RE: Animations

(09-05-2011, 04:59 PM)DRedshot Wrote: Hello All! I've been trying to create some animations in Maya 2011 for a custom enemy I have planned, but i've rn into a few problems, and was hoping somebody ...
ZRPT Development Support 27 20,995 09-05-2011, 05:32 PM
    Thread: How would i go about replacing a picture in a frame?
Post: RE: How would i go about replacing a picture in a ...

Already figured it out lol. Anyways, I think I'll make a video and upload it to the wiki.
ZRPT Development Support 14 13,684 09-04-2011, 04:19 AM
    Thread: Help on getting eddited .dds to show in level editor
Post: RE: Help on getting eddited .dds to show in level ...

Okay I have been having problems with making custom skins for pre-made entities and I honestly JUST at this moment figured it out. I'll be making a video explaining it soon and I'll pm you it first be...
ZRPT Development Support 8 7,020 09-03-2011, 12:33 PM
    Thread: Doors not opening when the propforce function is used
Post: RE: Doors not opening when the propforce function ...

Thanks to all that helped( Your Computer/Acies ) I have go it to work now. The only things I need too add now are some noises and reactions. Thank again!
ZRPT Development Support 6 5,244 09-01-2011, 07:54 PM
    Thread: Doors not opening when the propforce function is used
Post: RE: Doors not opening when the propforce function ...

(09-01-2011, 08:08 AM)Acies Wrote: Then its a matter of numbers. You have set every number to -900. Check which direction the opens (positive or negative x or z) and only apply force or impulse in t...
ZRPT Development Support 6 5,244 09-01-2011, 08:14 AM
    Thread: Doors not opening when the propforce function is used
Post: RE: Doors not opening when the propforce function ...

(09-01-2011, 07:58 AM)Acies Wrote: I usually use the propimpulse. Propforce requires a higher number. Have you checked that the lookat is called? Add a debugmessage or message to it. Yes the look at...
ZRPT Development Support 6 5,244 09-01-2011, 08:02 AM
    Thread: Doors not opening when the propforce function is used
Post: Doors not opening when the propforce function is u...

I have this area which when a player looks at it, it forces a door to burst open. Here is the coding I have: Added in onstart:Code:SetEntityPlayerLookAtCallback("wind", "windopen", true); Another fun...
ZRPT Development Support 6 5,244 09-01-2011, 06:46 AM
    Thread: Looking For Help? Look No More!
Post: RE: Looking For Help? Look No More!

When I try to play a sound it keeps repeating, how can I prevent this? Here is the line I use Code:PlaySoundAtEntity("", "21_alex_low_freq_rumble.snt", "doorunlock", 0, false);No matter what I do, th...
ZRPT Custom Stories, TCs & Mods - Development 98 79,970 08-29-2011, 06:41 PM
    Thread: Script Areas
Post: RE: Script Areas

Went a little off-topic there but okay lol.
ZRPT Development Support 14 11,085 08-29-2011, 03:08 PM
    Thread: Sound not playing at the right times
Post: RE: Sound not playing at the right times

Can anyone help?
ZRPT Development Support 2 2,828 08-28-2011, 08:19 PM
    Thread: Sound not playing at the right times
Post: Sound not playing at the right times

Code://////////////////////////// // Run when the map starts void OnStart() { AddUseItemCallback("", "starterroomkey_1", "starterdoor", "Usekeyondoor", true); AddEntityCollideCallback("Player", "BLAM...
ZRPT Development Support 2 2,828 08-28-2011, 11:40 AM
    Thread: Script Areas
Post: RE: Script Areas

(08-28-2011, 08:12 AM)Obliviator27 Wrote: Odds are he added the AddEntityCollideCallback in a previous function. Most likely the one where you hear the cave-in, or when the door slams shut behind yo...
ZRPT Development Support 14 11,085 08-28-2011, 08:27 AM
    Thread: Script Areas
Post: RE: Script Areas

(08-28-2011, 07:55 AM)GreyFox Wrote: You would make a script area and add this to your script AddEntityCollideCallback("Player", "ScriptName", "MyFunc", true, -1); Player= Means when the Player C...
ZRPT Development Support 14 11,085 08-28-2011, 08:04 AM
    Thread: Script Areas
Post: Script Areas

I was wondering what type of script would be used to only activate a features when entering an area in a certain direction. An example would be in the custom story "The Attic" the scene where you get ...
ZRPT Development Support 14 11,085 08-28-2011, 07:28 AM