Search Results
|
Post |
Author |
Forum |
Replies |
Views |
Posted
[asc]
|
|
|
Thread: Handgun - Beretta M9
Post: RE: Handgun - Beretta M9
oh, i waited so long for a gun model with a flashlight for my new story.
Thank you so much!!
And finally my gun skript is ready :P
Now i must try to use it as a latern..
I could ask it here:
Can some... |
|
Knusper. |
Development Resources
|
10 |
11,260 |
07-28-2013, 06:14 AM |
|
|
Thread: Gun model
Post: Gun model
So, im working on a new story.
For that I need a gun with a flashlight on it (as a latern) and some amooboxes.
I really read very much about making models and so on, but I dont
think that I want to ha... |
|
Knusper. |
Development Support
|
1 |
1,925 |
06-03-2013, 07:57 PM |
|
|
Thread: Working Guns (script + model)
Post: RE: Working Guns (script + model)
Ok, now my script is ready.
It works nearly perfectly.
edit:
{
The only problem is:
I want to have a counter for bullets, that shows you always the amound of used bullets ingame.
But If I made it wit... |
|
Knusper. |
Development Support
|
15 |
11,817 |
05-20-2013, 11:00 AM |
|
|
Thread: Working Guns (script + model)
Post: RE: Working Guns (script + model)
For me (a really new beginner) its just perfect.
Would be cool if i could use it.
I just need a working model, where you can see that its a gun :P |
|
Knusper. |
Development Support
|
15 |
11,817 |
05-16-2013, 04:23 PM |
|
|
Thread: Working Guns (script + model)
Post: RE: Working Guns (script + model)
ok thx, I will try it.
And I will try to add a gun model to the flashlight from penumbra.
But then you should see both always, and not only if you press F
or whatever key you use for latern.
Smoke, i... |
|
Knusper. |
Development Support
|
15 |
11,817 |
05-15-2013, 01:13 PM |
|
|
Thread: Working Guns (script + model)
Post: RE: Working Guns (script + model)
thats what I said... pls read everything.
So i think thats what i want, but i dont really understand it.
If someone would take a time to explain it, and to show me everything i need, it would be very... |
|
Knusper. |
Development Support
|
15 |
11,817 |
05-14-2013, 04:28 PM |
|
|
Thread: Working Guns (script + model)
Post: Working Guns (script + model)
Hey,
I know, it's a big question. And if it works it would be a very hard thing:
working guns.
Working means, that you can shoot with a mouse click and if you are turned to a monster it dies.
There a... |
|
Knusper. |
Development Support
|
15 |
11,817 |
05-14-2013, 03:45 PM |
|
|
Thread: Script Help
Post: RE: Script Help
But you should only look at the slender in witch area you are.
So slender_1 is in area Scriptarea01.
thats why i wrote
int i;
i = LastArea[1];
StartPlayerLookAt("Slender_" + i, 1, 1.5, "Dead");
(here... |
|
Knusper. |
Development Support
|
39 |
30,188 |
03-28-2013, 04:56 PM |
|
|
Thread: Script Help
Post: RE: Script Help
Its named "Slender_5" for example. Or "Slender_2".
With
int i;
i = LastArea[1];
I find out the number of the slender.
Here is where i have lastarea declared:
Code:string LastArea = "00";
void InArea(s... |
|
Knusper. |
Development Support
|
39 |
30,188 |
03-28-2013, 03:15 PM |
|
|
Thread: Script Help
Post: RE: Script Help
hm, i will see what is possible.
Here the next problem :P :
Code:void nomove(string &in asTimer)
{
if(IsInArea == true)
{
&n... |
|
Knusper. |
Development Support
|
39 |
30,188 |
03-28-2013, 03:01 PM |
|
|
Thread: Script Help
Post: RE: Script Help
Its the moving picture like when your tv is broken:
http://i.computer-bild.de/imgs/4/4/1/9/6...cdeb5e.jpg
http://img834.imageshack.us/img834/2329/...chnee3.gif |
|
Knusper. |
Development Support
|
39 |
30,188 |
03-27-2013, 02:21 PM |
|
|
Thread: Script Help
Post: RE: check if active/ string to int/ etc.
Ok. i will set this to a thread where i post my problems of this special map (I have lots...)
I hope thats ok.
So, now Maybe you know slender. My map will be like slender.
I am now searching for a wa... |
|
Knusper. |
Development Support
|
39 |
30,188 |
03-26-2013, 09:46 PM |
|
|
Thread: Script Help
Post: RE: check if active/ string to int
you dont have to :sleepy: |
|
Knusper. |
Development Support
|
39 |
30,188 |
03-26-2013, 08:44 PM |
|
|
Thread: Script Help
Post: RE: check if active/ string to int
I knew that it was that easy... :dodgy:
It works now :P
thx |
|
Knusper. |
Development Support
|
39 |
30,188 |
03-26-2013, 06:51 PM |
|
|
Thread: Script Help
Post: RE: check if active/ string to int
stereo.
Does it have to be mono? :blush: |
|
Knusper. |
Development Support
|
39 |
30,188 |
03-26-2013, 02:03 PM |
|
|
Thread: Script Help
Post: RE: check if active/ string to int
debug message is shown, and still if i delete the music completely, I dont hear any sound...
very strange that nothing is working. |
|
Knusper. |
Development Support
|
39 |
30,188 |
03-26-2013, 01:42 PM |
|
|
Thread: Script Help
Post: RE: check if active/ string to int
|
Knusper. |
Development Support
|
39 |
30,188 |
03-26-2013, 01:19 PM |
|
|
Thread: Script Help
Post: RE: check if active/ string to int
tried all but it still doesnt work. :huh: |
|
Knusper. |
Development Support
|
39 |
30,188 |
03-26-2013, 01:11 PM |
|
|
Thread: Script Help
Post: RE: check if active/ string to int
Code:<SOUNDENTITY>
<SOUNDS>
<Main>
<Sound File="Slender pip.ogg" />
... |
|
Knusper. |
Development Support
|
39 |
30,188 |
03-26-2013, 12:10 PM |
|
|
Thread: Script Help
Post: RE: check if active/ string to int
ok, now i have another problem :dodgy:
I dont hear the sounds i added.
Example:
PlaySoundAtEntity("", "Slender pip.snt", "player", 0, false);
Maybe it has to do something with the priority???
Before ... |
|
Knusper. |
Development Support
|
39 |
30,188 |
03-26-2013, 10:44 AM |