RawkBandMan
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RE: extra_english.lang not working. (used to be "Where do I find water?"
(05-09-2011, 10:47 PM)Kyle Wrote: So the description for your custom story says "No description"? I'm just trying to verify.
Yep. And the key names/description and door names aren't working either.
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
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05-09-2011, 11:09 PM |
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RawkBandMan
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RE: extra_english.lang not working. (used to be "Where do I find water?"
Bump! Help me please!
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
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05-11-2011, 03:06 AM |
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Mofo
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RE: extra_english.lang not working. (used to be "Where do I find water?"
Quote:<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description"> You are taking a nice stroll down an abandond road when you hear something in the bushes. You get weak from fear and fall to the floor. The world goes dark and something wacks you on the head. You wake in a cell and the story begins.</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_AwesomeKey">Awesome Key</Entry>
<Entry Name="ItemDesc_AwesomeKey">Key for a door that's just so important</Entry>
</CATEGORY>
<CATEGORY Name="Ending">
<Entry Name="StartCredits">
Escape Hell Beta[br]
Made By: XxRoCkBaNdMaNxX[br]
Thanks to: XxWestKillzXx for the help with scripts
Frictional Games for this awesome piece of work
Everyone in the community for playing.[br]
</Entry>
</CATEGORY>
<CATEGORY Name="Levels">
<Entry Name="level_dungeon_1">Water Works</Entry>
<Entry Name="level_dungeon_2">Outer Cells</Entry>
</CATEGORY>
</LANGUAGE>
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05-11-2011, 07:42 AM |
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RawkBandMan
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RE: extra_english.lang not working. (used to be "Where do I find water?"
(05-11-2011, 07:42 AM)Mofo Wrote: Quote:<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description"> You are taking a nice stroll down an abandond road when you hear something in the bushes. You get weak from fear and fall to the floor. The world goes dark and something wacks you on the head. You wake in a cell and the story begins.</Entry>
</CATEGORY>
<CATEGORY Name="Inventory">
<Entry Name="ItemName_AwesomeKey">Awesome Key</Entry>
<Entry Name="ItemDesc_AwesomeKey">Key for a door that's just so important</Entry>
</CATEGORY>
<CATEGORY Name="Ending">
<Entry Name="StartCredits">
Escape Hell Beta[br]
Made By: XxRoCkBaNdMaNxX[br]
Thanks to: XxWestKillzXx for the help with scripts
Frictional Games for this awesome piece of work
Everyone in the community for playing.[br]
</Entry>
</CATEGORY>
<CATEGORY Name="Levels">
<Entry Name="level_dungeon_1">Water Works</Entry>
<Entry Name="level_dungeon_2">Outer Cells</Entry>
</CATEGORY>
</LANGUAGE>
Wow. Can't believe I didn't notice it.
Thank you! Everything is now working except for the door names.
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
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05-11-2011, 02:41 PM |
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Mofo
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RE: extra_english.lang not working. (used to be "Where do I find water?"
(05-11-2011, 02:41 PM)XxRoCkBaNdMaNxX Wrote: Thank you! Everything is now working except for the door names.
Make sure the name in the extra_english.lang matches the TextEntry name you gave the entity.
(This post was last modified: 05-11-2011, 04:47 PM by Mofo.)
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05-11-2011, 04:43 PM |
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RawkBandMan
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RE: extra_english.lang not working. (used to be "Where do I find water?"
(05-11-2011, 04:43 PM)Mofo Wrote: (05-11-2011, 02:41 PM)XxRoCkBaNdMaNxX Wrote: Thank you! Everything is now working except for the door names.
Make sure the name in the extra_english.lang matches the TextEntry name you gave the entity.
Ah! Thank you very much! Will try again once I go back on Amnesia
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
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05-11-2011, 11:06 PM |
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RawkBandMan
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RE: extra_english now is working, but I need help with a different script :)
Okay it works! Now what I need is a script that will make a monster not notice me,and that it will disappear when its out of sight (after it follows its path nodes.). I know how to make it follow path nodes, but I do not know how to make it not notice me, and how to make it disappear. Sorry if I'm bothering you guys
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
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05-12-2011, 01:31 AM |
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Kyle
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RE: extra_english now is working, but I need help with a different script :)
SetEnemyDisableTriggers(string& asName, bool abX);
The monster will probably disappear by itself.
(This post was last modified: 05-12-2011, 01:43 AM by Kyle.)
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05-12-2011, 01:37 AM |
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Roenlond
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RE: extra_english now is working, but I need help with a different script :)
You can place a script area at the last path node and use the FadeEnemyToSmoke command.
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05-12-2011, 08:21 AM |
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RawkBandMan
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RE: extra_english now is working, but I need help with a different script :)
(05-12-2011, 01:37 AM)Kyle Wrote: SetEnemyDisableTriggers(string& asName, bool abX);
The monster will probably disappear by itself.
(05-12-2011, 08:21 AM)Roenlond Wrote: You can place a script area at the last path node and use the FadeEnemyToSmoke command.
@Kyle
Like this?
void SetEnemyDisableTriggers("servant_grunt_1", "true");
@Roenlond
so it would look like this?
void FadeEnemyToSmoke("servant_grunt_1", "ab Playsound");
Except have a sound at ab PlaySound?
How would I set my area into that?
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
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05-12-2011, 03:18 PM |
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