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[WIP] Skitzometric - New custom sotry
Reds. Offline
Junior Member

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Joined: Oct 2011
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#1
[WIP] Skitzometric - New custom sotry

Hi everyone. First post here.
Ive started working on a new custom story entitled "Skitzometric."
I haven't done any mod work in at least four years and it feels great to do it again.
Anyway i have a basic idea for the story. Since I'm sure it will change a lot I'm not going to go much
into that right now. I do have the start area almost mapped out now. Still have to do alot of work with
the lighting and adding props and what not. Anyhow tell me what you guys think so far.

[Image: skitzometric20111005130.jpg]
[Image: skitzometric20111005130.jpg] [Image: skitzometric20111005.jpg] [Image: skitzometric20111005.jpg]
(This post was last modified: 10-06-2011, 03:27 AM by Reds..)
10-05-2011, 06:30 PM
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Elven Offline
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#2
RE: Skitzometric - New custom sotry

Looks good Smile!

The Interrogation
Chapter 1

My tutorials
10-05-2011, 06:37 PM
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Reds. Offline
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Joined: Oct 2011
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#3
RE: [WIP] Skitzometric - New custom sotry

Heres a small update.
[Image: amnesia2011101210163374.jpg] [Image: amnesia2011101210170900.jpg]
10-12-2011, 03:13 PM
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Raziel25 Offline
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#4
RE: [WIP] Skitzometric - New custom sotry

Very nice indeed Smile
Hope you keep working on it.
10-12-2011, 03:21 PM
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Tenno Offline
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#5
RE: [WIP] Skitzometric - New custom sotry

Those screens are very impressive, looking forward to more updates Smile

Good luck

[Image: 29069he.gif]
10-13-2011, 07:46 AM
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Reds. Offline
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#6
RE: [WIP] Skitzometric - New custom sotry

Thanks guys. Quick question. How would I set a item to break a lock? I tried using

AddUseItemCallback("", "Hammer", "Padlock_main", "CellDoorMainOpen", true);


void CellDoorMainOpen(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("CellDoorMain", false, true);
SetPropHealth("Padlock_main", 0);
PlaySoundAtEntity("", "wheel_metal_min_max.snt", "CellDoorMain", 0, false);
AddTimer("", 0.5f, "FirstGrunt");
}

any ideas? haven't had to hard of a time with the scripts but can't seem to get this to work.


10-13-2011, 12:09 PM
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