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    Thread: The Recession of Amnesia Mod Development
Post: RE: The Recession of Amnesia Mod Development

It's sad really. Too bad the community already had it's climax in popularity when I joined; I'd like to see how it was back then. The forums are asleep in my opinion; they're definitely not dead, ther...
ApeCake Custom Stories, TCs & Mods 42 36,918 02-21-2013, 08:17 PM
    Thread: Anyone Remember Atlantia?
Post: RE: Anyone Remember Atlantia?

Well I never finished my own projects, but I'm glad to see that you're considering finishing it. I love all of your previous creations.
ApeCake Custom Stories, TCs & Mods - Development 10 6,427 02-21-2013, 06:46 PM
    Thread: Amnesia: The Great Work - FULL RELEASE
Post: RE: [DEMO] Amnesia: The Great Work - Chapter 1 and...

I'm at the dungeon-y-area right now, and so far it's been quite good. That Spoiler below! lever was a bitch to find though. Will post my complete review later or on moddb. Sorry if th...
ApeCake Showcase 138 214,257 12-12-2012, 03:53 PM
    Thread: The Mansion 1408
Post: RE: [Released] The Mansion 1408 [English Version A...

Well, here's my review on it. Goddamn. That was a solid piece of fine work. The environment was great and the walls were greatly put together (gotta love carpets, great idea to use them, they really...
ApeCake Showcase 75 80,896 12-11-2012, 07:12 PM
    Thread: ~ SciFi Interior Asset by EntART3t ~
Post: RE: ~ SciFi Interior Asset by EntART3t ~

ho-lee shit. Great job.
ApeCake Development Resources 21 32,674 12-09-2012, 04:10 PM
    Thread: Statyk's Skyboxes!
Post: RE: Statyk's Skyboxes!

Thanks Statyk, really useful. And yeah, a night one if possible would be amazing!
ApeCake Development Resources 43 38,148 12-09-2012, 04:08 PM
    Thread: Where do i find sky boxes?
Post: RE: Where do i find sky boxes?

You can look on the internet for premade ones. But as far as I know there arn't very much up for download, so if you haven't found a favorite you got to make one yourself.
ApeCake Development Support 2 1,585 12-09-2012, 12:13 PM
    Thread: Make grunt permanent ?
Post: RE: Make grunt permanent ?

Nope. You'll have to use your imagination for this. One way is to have a script area right before each patrolpoint, which adds another AddEnemyPatrolNode. This way he gets looped and won't disappear....
ApeCake Development Support 6 2,593 12-07-2012, 08:29 PM
    Thread: 24-Hour Collaboration - Take Two
Post: RE: 24-Hour Collaboration - Take Two

I'd love to participate in a project like this. Hopefully in the future.
ApeCake Showcase 27 33,701 10-13-2012, 07:33 PM
    Thread: 24-Hour Collaboration - Take Two
Post: RE: 24-Hour Collaboration - Take Two

Great job fellas!
ApeCake Showcase 27 33,701 10-10-2012, 01:06 PM
    Thread: texture for sky night
Post: RE: texture for sky night

Google is your friend.
ApeCake Development Support 4 5,584 08-12-2012, 10:42 PM
    Thread: Looking at a grunt without sanity loss
Post: RE: Looking at a grunt without sanity loss

(08-12-2012, 04:06 PM)Statyk Wrote: It's a hard coded feature. The only way to get around this right now is to put a blockbox between the player and the grunt. As there is an entity between you and ...
ApeCake Development Support 3 1,726 08-12-2012, 09:49 PM
    Thread: Looking at a grunt without sanity loss
Post: Looking at a grunt without sanity loss

I'm busy with a project that involves looking at grunts. However, if you look at them the screen goes all spazzy. I have SetSanityDrainDisabled(true);, but the screen still goes mad. I was looking at ...
ApeCake Development Support 3 1,726 08-12-2012, 01:54 PM
    Thread: No-Attack Grunt?
Post: RE: No-Attack Grunt?

You can also set the triggers off in the level editor.
ApeCake Development Support 5 2,282 08-07-2012, 03:05 PM
    Thread: How do I trigger sounds & How do I make my own custom Flashbacks?
Post: RE: How do I trigger sounds & How do I make my own...

For the custom sound, you should google it. Here you go. http://www.frictionalgames.com/forum/thread-7395.html Just use PlayGuiSound or PlaySoundAtEntity to test it. I'm not sure about the flashback...
ApeCake Development Support 3 1,836 08-07-2012, 03:03 PM
    Thread: speed enemy
Post: RE: speed enemy

I never changed the grunts properties before, but I'm pretty sure you have to change "Walk_ForwardSpeed", "Walk_BackwardSpeed", "Run_ForwardSpeed", "Run_BackwardSpeed" to something higher. Maybe it i...
ApeCake Development Support 4 2,046 08-06-2012, 07:24 PM
    Thread: speed enemy
Post: RE: speed enemy

You can change the settings of the enemy in the model editor, under "set user variables".
ApeCake Development Support 4 2,046 08-06-2012, 02:59 PM
    Thread: How do I script this?
Post: RE: How do I script this?

Use AddEntityCollideCallback and timers. The script would look like this: void OnStart() { AddEntityCollideCallback("Player", "nameofScriptArea", "spawnmonster", true, 1); } void spawnmonster(string...
ApeCake Development Support 2 1,500 08-06-2012, 02:55 PM
    Thread: Grimorium Verum
Post: RE: Grimorium Verum

I like it - I am now at the Tunnels. So far it's been pretty fun and tense. I like how (ABSOLUTE ENORMOUS SPOILER, FUTURE PLAYERS DON'T READ THIS FOR YOUR OWN GOOD) Spoiler below! so far ther...
ApeCake Showcase 23 34,101 08-05-2012, 12:05 AM
    Thread: Creating my first model
Post: Creating my first model

So I've created a very basic table, but the modelview kept crashing on me. So I've added a simple wood texture, but it didn't work out that great. The modelling program I am using is 3ds Max. Here is ...
ApeCake Development Support 1 1,388 08-04-2012, 11:35 AM