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    Thread: 'GiveItem' help
Post: RE: 'GiveItem' help

is it this one? amnesia/redist/graphics/ptest/item/lever_l03.tga
darksky Development Support 11 5,328 03-09-2013, 03:54 PM
    Thread: Two things im not sure how to do
Post: RE: Two things im not sure how to do

for 2nd, you have to create a checkpoint. then in the callback function you call the function ChangeMap().
darksky Development Support 5 1,914 03-07-2013, 05:20 PM
    Thread: Script Problems
Post: RE: Script Problems

addUseItemcallback is not within a function ,too try this Code:void OnStart (){    SetEntityCallbackFunc("GuestRoomKey", "jump");    AddUseItemCallback("", "GuestRoomKey", "door01...
darksky Development Support 80 39,628 03-06-2013, 08:41 PM
    Thread: Script Problems
Post: RE: Script Problems

you have to put SetEntityCallbackFunc in a function like Code:void OnStart(){    SetEntityCallbackFunc("GuestRoomKey", "jump"); }
darksky Development Support 80 39,628 03-06-2013, 06:24 PM
    Thread: Spawn Monster upon entering Area
Post: RE: Spawn Monster upon entering Area

serious question? SetEntityActive("Brute", false); http://wiki.frictionalgames.com/hpl2/amn..._functions
darksky Development Support 5 2,106 03-05-2013, 10:23 PM
    Thread: Script Problems
Post: RE: Script Problems

what's the exact error message?
darksky Development Support 80 39,628 03-05-2013, 10:19 PM
    Thread: Click on entity for message
Post: RE: Click on entity for message

yes, but when i wrote my answer your answer was not there yet :) User01, try it like this Code:void OnStart() {     SetLocalVarInt("message", 0);     SetEntit...
darksky Development Support 18 5,146 03-04-2013, 10:27 PM
    Thread: Click on entity for message
Post: RE: Click on entity for message

if i get it correctly ,he wants that after an interaction you can do the next interaction only if the message is no longer displayed your script does not have this
darksky Development Support 18 5,146 03-04-2013, 10:13 PM
    Thread: Click on entity for message
Post: RE: Click on entity for message

you can use a bool variable if true, the messages are displayed, if false then not just set variable to false when starting the message and to true when the message is finished. without offense : you...
darksky Development Support 18 5,146 03-04-2013, 10:04 PM
    Thread: Click on entity for message
Post: RE: Click on entity for message

yes. there are multiple ways 1. use additional bool variable 2. make two script areas. first one displays first message & second message and deactivates itself. after the message activate the sec...
darksky Development Support 18 5,146 03-04-2013, 09:52 PM
    Thread: Click on entity for message
Post: RE: Click on entity for message

make a scriptbox with an interact callback int i = 0; and in the callback if (i==0) display first message else display second message i++; edit: better solution bool first = true; in callback {...
darksky Development Support 18 5,146 03-04-2013, 07:15 PM
    Thread: Script Problems
Post: RE: Script Problems

PlaySoundAtEntity("", "Unlock_door", "door01", 0, false);
darksky Development Support 80 39,628 03-04-2013, 04:52 PM
    Thread: Changing enemy behaviour completely.
Post: RE: Changing enemy behaviour completely.

walking on the ceilings is not possible. but if your room is high enough you could make enemies walk in midair using non-char blockboxes, and do things like let the enemy fall down right before the ...
darksky Development Support 13 4,934 03-04-2013, 09:29 AM
    Thread: SetSwingDoorDisableAutoClose does not work
Post: RE: SetSwingDoorDisableAutoClose does not work

ok, i think i forgot to mention that the door is initially locked. i tried the open amount, but it seems to me that the open amount is applied after map load, not after the door is unlocked. so it di...
darksky Development Support 7 2,218 03-03-2013, 01:49 PM
    Thread: SetSwingDoorDisableAutoClose does not work
Post: RE: SetSwingDoorDisableAutoClose does not work

well, i have tried it before but since false means disableautoclose = false , it didn't work :)
darksky Development Support 7 2,218 03-03-2013, 12:39 PM
    Thread: SetSwingDoorDisableAutoClose does not work
Post: RE: SetSwingDoorDisableAutoClose does not work

no need for full script. this is the relevant part. the rest is working properly and has no other function effecting the door
darksky Development Support 7 2,218 03-03-2013, 12:18 PM
    Thread: SetSwingDoorDisableAutoClose does not work
Post: SetSwingDoorDisableAutoClose does not work

hi i need to open a door dynamicaly using propforce the thing is, SetSwingDoorDisableAutoClose does not work. Code:[...]     SetSwingDoorDisableAutoClose("door", true);  &nbs...
darksky Development Support 7 2,218 03-03-2013, 11:58 AM
    Thread: script dont work
Post: RE: script dont work

don't try to unbake a cake. that will have the same result as dividing by zero :idea:
darksky Development Support 9 2,849 03-02-2013, 09:29 PM
    Thread: following statues
Post: RE: following statues

you could try to add the lookatcallback to the areas instead of the statues
darksky Development Support 18 4,697 03-02-2013, 06:09 PM
    Thread: following statues
Post: RE: following statues

you should try things yourself _before_ you ask for help. maybe you should begin draw your idea on paper and write down what should happen when you enter area 1,area 2 ,... if you have the correct a...
darksky Development Support 18 4,697 03-01-2013, 04:22 PM