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    Thread: Marcell Davis Castle Horror
Post: RE: Marcell Davis Castle Horror (Funny Custom Stor...

The first word coming into my mind after playing this for 20 minutes is: 'Random' I haven't finished it yet, because I'm kinda stuck, but I'm definitely gonna finish this ;). Spoiler below! ...
MrCookieh Showcase 55 115,080 04-29-2012, 03:30 PM
    Thread: The Small Horse I - The Escape [Custom Story]
Post: RE: The Small Horse I - The Escape [Custom Story]

This story is... confusing. That word describes it perfectly. Not that it was bad, I really enjoyed it, it was something different to most of the stories out there... Too much jumpscares for me, I re...
MrCookieh Showcase 50 229,626 02-03-2012, 11:31 PM
    Thread: Emma's Story Released! UPDATE 6/8/12
Post: RE: Emma's Story Released! UPDATE 1/17/12

An entertaining custom story! Story wasn't the most original one (like most of the other custom stories out there) but it took a surprising twist at the end, of which I hadn't thought it would happen...
MrCookieh Showcase 73 137,554 01-23-2012, 03:04 PM
    Thread: Awakening to Shattered Life v1.3
Post: RE: Awakening to Shattered Life v1.3 (Fully playab...

Hey, I played your custom story, and it was quite nice! Story wasn't that original, but I think it's hard to come up with a good original story these days :) Spoiler below! After reading t...
MrCookieh Showcase 110 167,324 12-29-2011, 02:58 PM
    Thread: Gary - Snowy Secrets (A Christmas Special) VERSION 1.1 RELEASED!
Post: RE: Gary - Snowy Secrets (A Christmas Special)

Wow, I played it, and I really love it! :] The voice acting is just perfect, same with the humor. Was fun to play! Some more details in rooms and corridors, and it would have been totally awesome! :...
MrCookieh Showcase 23 45,872 12-27-2011, 05:48 PM
    Thread: A Word of Advice for Let's Players and People in General
Post: RE: A Word of Advice for Let's Players and People ...

I understand what you're saying, Cry, but let's be realistic: Most of the commentators, who are asking for custom stories, won't even see this thread, and if they do, they will be shocked by the wall ...
MrCookieh Custom Stories, TCs & Mods 30 42,687 11-23-2011, 12:34 AM
    Thread: The Well: Descent
Post: RE: The Well: Descent

Hey guys :] I had been really busy the last months, so I couldn't do much with the amnesia editor. So I want to know, if you think, this 'Story' deserves a sequel, because I think I could spent some t...
MrCookieh Showcase 74 90,657 11-23-2011, 12:24 AM
    Thread: Scripting Help
Post: RE: Scripting Help

Create a .hps file with your notepad++. (Just rename it, remove the .txt and put a .hps behind your filename) Be sure, that the hps has the same name like your map, and is in the same folder! You can...
MrCookieh Development Support 3 3,215 08-06-2011, 06:57 PM
    Thread: "The Attic" (Chapter 1) Custom Story
Post: RE: "The Attic" Custom Story

swee~eet skybox/outdoor!!
MrCookieh Showcase 176 286,636 08-06-2011, 02:57 PM
    Thread: Sound Question
Post: RE: Sound Question

Code:PlaySoundAtEntity("", "yoursound", "*", 0, false);* : Insert where the sound plays. choose an entity, which is next to the window.
MrCookieh Development Support 9 7,146 08-06-2011, 02:53 PM
    Thread: Illumination [Underwater Demonstration Video]
Post: RE: Illumination [Updates]

Underwater? Sweeet!
MrCookieh Custom Stories, TCs & Mods - Development 46 53,803 08-05-2011, 10:28 PM
    Thread: Enemy path script issue
Post: RE: Enemy path script issue

Yours: Code:void Spawn_Monster(string &in entity)How it should be: Code:void Spawn_Monster(string &in asEntity) you forgot the 'as' in front of the entity, and you put an e instead of an E. a...
MrCookieh Development Support 2 2,897 08-05-2011, 10:22 PM
    Thread: Combining Items Help
Post: RE: Combining Items Help

void OnStart() should work. MrPotatoHead Wrote:Also make sure you put the inventory.HPS file in the custom_story/maps folder. check this.
MrCookieh Development Support 15 16,570 08-04-2011, 05:16 PM
    Thread: GetEntityExists
Post: RE: GetEntityExists

but a priority of 256 would be one of the lowest used <.< Monstermusic always plays in the foreground, doesn't it? Or am I again confused of the 0 = highest priority?
MrCookieh Development Support 8 6,581 08-02-2011, 02:39 PM
    Thread: GetEntityExists
Post: RE: GetEntityExists

That didn't worked too :/ Well, I found another solution. I just copied the original grunt file, and changed the active sound to mine, and this works. Anyways thanks for help :)
MrCookieh Development Support 8 6,581 08-02-2011, 02:21 PM
    Thread: GetEntityExists
Post: RE: GetEntityExists

Hmm, no doesn't work, the monster disappears, but the music is still playing :/ Does GetEntityExists() only checks for entities, which aren't on the map anymore, and not 'disabled'?
MrCookieh Development Support 8 6,581 08-02-2011, 01:14 PM
    Thread: The Well: Descent
Post: RE: The Well: Descent

I'll release an update today, if I get the last thing fixed: This. Including: Music fix, signs, fixing the monsters in the cellar, advanced pathnodes, and some other minor stuff. Thanks for pointing ...
MrCookieh Showcase 74 90,657 08-02-2011, 12:59 PM
    Thread: GetEntityExists
Post: GetEntityExists

Hey Guys! So I tried some things out, lately, but somehow it doesn't work. I want to check, if a grunt disappears, with this line of code: Code:void CheckMonster(string &in asTimer){  &nbs...
MrCookieh Development Support 8 6,581 08-02-2011, 11:57 AM
    Thread: The Well: Descent
Post: RE: The Well: Descent

Okay, I explain the problem: The engine wasn't made for monsters, that can stay around the whole day. It deactivates monsters, if they're out of sight and too far away. That's why in most of the cases...
MrCookieh Showcase 74 90,657 08-02-2011, 11:48 AM
    Thread: Sound at Entity
Post: RE: Sound at Entity

and you can put these PlaySoundAtEntity("Schrei", "05_event_door_bang.snt", "mansion_6", 2.0f, false); StopSound("Schrei", 5.0f); into your void DoorClosedAndLook(string &in asParent, string &...
MrCookieh Development Support 8 5,638 08-01-2011, 12:06 AM