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    Thread: Multiple Checkpoints in one map?
Post: Multiple Checkpoints in one map?

G'day, Is it possible to have more than one checkpoint through a map? I have the feeling I've seen it somewhere through TDD but that may just be me. My apologies for my stupidity if so. I have attemp...
39Games Development Support 1 1,868 05-02-2016, 10:07 PM
    Thread: SOLVED: Script based on the Orb Pillars not working...
Post: RE: Script based on the Orb Pillars not working...

(05-01-2016, 05:06 PM)Mudbill Wrote: Change this: PHP Code:if(pillarsKnocked < 4) return;  to something like this: PHP Code:if(pillarsKnocked < 4) { &...
39Games Development Support 7 4,933 05-02-2016, 01:42 PM
    Thread: SOLVED: Script based on the Orb Pillars not working...
Post: RE: Script based on the Orb Pillars not working...

Check here if you need to enable development environment: https://wiki.frictionalgames.com/hpl2/am...evenvguide Use F1 in-game and enable debug messages in the tools. [/quote] I added all the code i...
39Games Development Support 7 4,933 05-01-2016, 03:58 PM
    Thread: SOLVED: Script based on the Orb Pillars not working...
Post: RE: Script based on the Orb Pillars not working...

Ok so I tried your code and it didnt seem to work... ERR: "pillarsKnocked" is not declared. (04-29-2016, 07:37 AM)Mudbill Wrote: PHP Code:int pillarsKnocked = 0;void OnStart()&nbs...
39Games Development Support 7 4,933 04-30-2016, 05:42 AM
    Thread: SOLVED: Script based on the Orb Pillars not working...
Post: RE: Script based on the Orb Pillars not working...

(04-29-2016, 07:37 AM)Mudbill Wrote: Have you made sure nothing collides with the fourth pillar? Does it always happen to that pillar or does it change depending on which pillar you knock over last?...
39Games Development Support 7 4,933 04-29-2016, 09:01 AM
    Thread: SOLVED: Script based on the Orb Pillars not working...
Post: SOLVED: Script based on the Orb Pillars not workin...

G'day guys, I've been working on a map for my custom story, which involves essentially the same situation as the Daniel ending on the final map in TDD (knocking the orb pillars over). I have transfer...
39Games Development Support 7 4,933 04-29-2016, 06:56 AM
    Thread: Fade billboards
Post: Fade billboards

i want to make some light rays fade in my custom story like in 11_study when you smash the window. i looked in the script and theres nothing like fadebillboard or anything.. is there a code for it?
39Games Development Support 2 2,467 02-09-2014, 09:49 AM
    Thread: AAMFP Content in editor on full conversion.
Post: RE: AAMFP Content in editor on full conversion.

131111
39Games Development Support 12 8,042 01-28-2014, 01:26 PM
    Thread: AAMFP Content in editor on full conversion.
Post: RE: AAMFP Content in editor on full conversion.

(01-28-2014, 12:38 PM)Romulator Wrote: Based on my past experiences with the Level Editor and those memory leaks last time I had to handle them, I think you have not deleted all of the .msh files an...
39Games Development Support 12 8,042 01-28-2014, 01:16 PM
    Thread: AAMFP Content in editor on full conversion.
Post: RE: AAMFP Content in editor on full conversion.

(01-28-2014, 11:02 AM)Romulator Wrote: If it is the Level Editor, try to recreate this error, then attach or post the LevelEditor.log file located in your User Documents inside the HPL2 folder. If ...
39Games Development Support 12 8,042 01-28-2014, 12:23 PM
    Thread: AAMFP Content in editor on full conversion.
Post: RE: AAMFP Content in editor on full conversion.

yeah i want to be able to use my custom content, which i can and it works but when i reload the map after restarting the editor an error pops up..
39Games Development Support 12 8,042 01-28-2014, 08:29 AM
    Thread: AAMFP Content in editor on full conversion.
Post: RE: AAMFP Content in editor on full conversion.

bump?
39Games Development Support 12 8,042 01-27-2014, 12:01 PM
    Thread: AAMFP Content in editor on full conversion.
Post: AAMFP Content in editor on full conversion.

I am not sure if this is true or false but I recall using a version of the HPL2 editor on someones full conversion, where it loads all the new content, in this case my full conversion has stuff like n...
39Games Development Support 12 8,042 01-27-2014, 08:39 AM
    Thread: machine for pigs lantern in a custom story
Post: RE: machine for pigs lantern in a custom story

(01-24-2014, 01:38 PM)Romulator Wrote: Looking at the assets for AAMFP, there are two lantern entity files.. Try this first: Open the mandus lantern and the other lantern's .ent files with the Mod...
39Games Development Support 15 11,245 01-24-2014, 01:51 PM
    Thread: machine for pigs lantern in a custom story
Post: RE: machine for pigs lantern in a custom story

oh my god! i did that for all the other important folders but forgot about models! got im stupid xD i have tried that now i have another issue.. game crash on start, here are the details: BLACKBOX: E...
39Games Development Support 15 11,245 01-24-2014, 01:24 PM
    Thread: machine for pigs lantern in a custom story
Post: RE: machine for pigs lantern in a custom story

(01-24-2014, 12:45 PM)Romulator Wrote: Did you accidentely recopy over the Lantern? :P lol nah its still the same mfp one.
39Games Development Support 15 11,245 01-24-2014, 12:52 PM
    Thread: machine for pigs lantern in a custom story
Post: RE: machine for pigs lantern in a custom story

ok i have done this and now everything works except for the lantern, it still uses the original one instead of my new one
39Games Development Support 15 11,245 01-24-2014, 12:42 PM
    Thread: machine for pigs lantern in a custom story
Post: RE: machine for pigs lantern in a custom story

ok i have setup a full conversion, added some other things but i have added, but the lantern does not work, the new sounds do but the new one doesnt, it remains the same as the TDD lantern, which i wo...
39Games Development Support 15 11,245 01-24-2014, 11:25 AM
    Thread: machine for pigs lantern in a custom story
Post: RE: machine for pigs lantern in a custom story

its currently a custom story, launched in the custom story menu, i wanted to keep it like that and try to have the lantern launched without hassle but now i am going to try a full conversion, launchin...
39Games Development Support 15 11,245 01-24-2014, 07:40 AM
    Thread: machine for pigs lantern in a custom story
Post: RE: machine for pigs lantern in a custom story

(01-24-2014, 07:20 AM)Romulator Wrote: EDIT: YOU MAY NEED TO ALSO WORRY ABOUT THE UPDATE REQUIRED TO PLAY THE MOD. ASSUMING EVERYONE HAS THE 131111 PATCH MAY NOT BE THE WAY TO GO. You need to do a ...
39Games Development Support 15 11,245 01-24-2014, 07:34 AM