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		<title><![CDATA[Frictional Games Forum (read-only) - Custom Stories, TCs & Mods - Development]]></title>
		<link>https://www.frictionalgames.com/forum/</link>
		<description><![CDATA[Frictional Games Forum (read-only) - https://www.frictionalgames.com/forum]]></description>
		<pubDate>Thu, 05 Nov 2026 13:56:57 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[The Atonement - Story Completed - Need Voice Over Actors]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56793.html</link>
			<pubDate>Sun, 30 Aug 2020 07:23:27 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56793.html</guid>
			<description><![CDATA[Hi all,<br />
<br />
I've been working on a custom story all by myself since the end of 2014 and I've finally completed my work on it.<br />
<br />
Below is the trailer:<br />
<br />
<a href="https://www.youtube.com/watch?v=mhqMpfFbOiE" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=mhqMpfFbOiE</a><br />
<br />
<br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/mhqMpfFbOiE&quot; target" frameborder="0" allowfullscreen></iframe><br />
<br />
<br />
The custom story has 5-8 hours of gameplay and everything has been fully voiced by me so far. I've voiced the character you play as and two of the enemies that will be in the release version.<br />
<br />
I am currently looking for 18 volunteers to provide voice over for different characters and their notes. While 16 of those will only voice 1 single note or a 'flashback' each, 2 main ones will need to voice A LOT of notes, monologue and flashback. The main one is about ~20 minutes worth of voice over.<br />
<br />
The synopsis: <br />
Retired detective Malcolm is awoken by the knocking of two mysterious whistle-blowers. They tell him about their lord who has been committing atrocities under the shroud of his glorious reputation. Intrigued, Malcolm decides to shake off the rust for one final case in order to pursue justice, but finds that the truth is far more complex than it was made out to be.<br />
<br />
Features:<ul class="mycode_list">
</li>
<li>31 unique levels.<br />
</li>
<li>5-8 hours of gameplay<br />
</li>
<li>Rich story.<br />
</li>
<li>5 endings.<br />
</li>
<li>Variety of levels ranging from outside environments to beautiful intact halls as well as decrepit, collapsing dungeons.<br />
</li>
<li>Use of assets from Dark Descent as well as Machine for Pigs.<br />
</li>
<li>Custom enemies and other entities, sounds and music.<br />
</li>
<li>High level of detail - every shelf and drawer has something in it, lots of decor.<br />
</li>
<li>No hiding in wardrobes - most of them are filled with stuff to prevent you hiding in them.<br />
</li>
<li>Increased difficulty for enemies who will see you from much farther away. Some enemies will change their path depending on where you hide.<br />
</li>
<li>Oil management just like in the original game.<br />
</li>
<li>~60 notes and ~10 flashbacks.<br />
</li>
<li>90% of the custom story has voice over - currently everything I want to replace has my own voice recorded as placeholder.<br />
</li>
<li>I worked on the project alone and it took me 6 years and thousands of hours of work.<br />
</li></ul>
I intend to release the custom story as soon as possible and would appreciate any assistance with the voice over. My only requirement is that you have a decent microphone with no static/background noise.<br />
<br />
Feel free to post here, add me on discord Exesus#8193, message on here or join the discord group <a href="https://discord.gg/XraCAEw" target="_blank" rel="noopener" class="mycode_url">https://discord.gg/XraCAEw</a> that I have just created.<br />
<br />
ModDB page link <a href="https://www.moddb.com/mods/the-atonement-2020-release-amnesia-custom-story-need-voice-over-actors" target="_blank" rel="noopener" class="mycode_url">https://www.moddb.com/mods/the-atonement...ver-actors</a><br />
<br />
While I cannot offer much as a reward, I would be happy for those assisting with the voice over to be the bug testers prior to release. To be honest, I've tested it so much myself I don't think there are any bugs left!<br />
<br />
Thanks for your time!]]></description>
			<content:encoded><![CDATA[Hi all,<br />
<br />
I've been working on a custom story all by myself since the end of 2014 and I've finally completed my work on it.<br />
<br />
Below is the trailer:<br />
<br />
<a href="https://www.youtube.com/watch?v=mhqMpfFbOiE" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=mhqMpfFbOiE</a><br />
<br />
<br />
<iframe width="560" height="315" src="https://www.youtube.com/embed/mhqMpfFbOiE&quot; target" frameborder="0" allowfullscreen></iframe><br />
<br />
<br />
The custom story has 5-8 hours of gameplay and everything has been fully voiced by me so far. I've voiced the character you play as and two of the enemies that will be in the release version.<br />
<br />
I am currently looking for 18 volunteers to provide voice over for different characters and their notes. While 16 of those will only voice 1 single note or a 'flashback' each, 2 main ones will need to voice A LOT of notes, monologue and flashback. The main one is about ~20 minutes worth of voice over.<br />
<br />
The synopsis: <br />
Retired detective Malcolm is awoken by the knocking of two mysterious whistle-blowers. They tell him about their lord who has been committing atrocities under the shroud of his glorious reputation. Intrigued, Malcolm decides to shake off the rust for one final case in order to pursue justice, but finds that the truth is far more complex than it was made out to be.<br />
<br />
Features:<ul class="mycode_list">
</li>
<li>31 unique levels.<br />
</li>
<li>5-8 hours of gameplay<br />
</li>
<li>Rich story.<br />
</li>
<li>5 endings.<br />
</li>
<li>Variety of levels ranging from outside environments to beautiful intact halls as well as decrepit, collapsing dungeons.<br />
</li>
<li>Use of assets from Dark Descent as well as Machine for Pigs.<br />
</li>
<li>Custom enemies and other entities, sounds and music.<br />
</li>
<li>High level of detail - every shelf and drawer has something in it, lots of decor.<br />
</li>
<li>No hiding in wardrobes - most of them are filled with stuff to prevent you hiding in them.<br />
</li>
<li>Increased difficulty for enemies who will see you from much farther away. Some enemies will change their path depending on where you hide.<br />
</li>
<li>Oil management just like in the original game.<br />
</li>
<li>~60 notes and ~10 flashbacks.<br />
</li>
<li>90% of the custom story has voice over - currently everything I want to replace has my own voice recorded as placeholder.<br />
</li>
<li>I worked on the project alone and it took me 6 years and thousands of hours of work.<br />
</li></ul>
I intend to release the custom story as soon as possible and would appreciate any assistance with the voice over. My only requirement is that you have a decent microphone with no static/background noise.<br />
<br />
Feel free to post here, add me on discord Exesus#8193, message on here or join the discord group <a href="https://discord.gg/XraCAEw" target="_blank" rel="noopener" class="mycode_url">https://discord.gg/XraCAEw</a> that I have just created.<br />
<br />
ModDB page link <a href="https://www.moddb.com/mods/the-atonement-2020-release-amnesia-custom-story-need-voice-over-actors" target="_blank" rel="noopener" class="mycode_url">https://www.moddb.com/mods/the-atonement...ver-actors</a><br />
<br />
While I cannot offer much as a reward, I would be happy for those assisting with the voice over to be the bug testers prior to release. To be honest, I've tested it so much myself I don't think there are any bugs left!<br />
<br />
Thanks for your time!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mementos WILL WORK NOW! (completed)]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56782.html</link>
			<pubDate>Sat, 25 Jul 2020 20:56:34 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56782.html</guid>
			<description><![CDATA[ok so i have been working on a custom story for days now and for a whole day i was trying to figure out how to add mementos. i have watched 2 tutorial videos and i still cant do it. when i went to mudbill on one of his vids he replied once and did not reply to me when i asked him why the mementos wont work. maybe its so obvious why it wont work and thats why he stopped lol. so now i had to make an account on the forums as a last resort. my mementos wont work. i followed mudbills tutorial and it wont work. i looked through my whole script and no errors i see. the script must be working because the game does not crash but when i interact with the thing that will give a memento it will not. it refuses it. here is my WHOLE code line for the level. it has a key and crowbar function and they both work. but when i try to make a memento it wont work. i think it has something to do with putting the parts in incorrect places? if anyone looks through this and there are no errors in the code then i need to change something in the editor. <br />
<br />
void OnStart()<br />
{  <br />
AddUseItemCallback("", "Crowbar Used 2", "Grate", "UseCrowbarOnGrate", true);<br />
AddEntityCollideCallback("Crowbar Joint 1", "GrateBreak", "BreakGrate", true, 1);<br />
}<br />
<br />
void UseCrowbarOnGrate(string &amp;in asItem, string &amp;in asEntity)<br />
{<br />
RemoveItem(asItem);<br />
PlaySoundAtEntity("", "player_crouch.snt","Player", 0.05, false);<br />
AddTimer(asEntity, 0.2, "TimerPlaceCrowbar");<br />
}<br />
<br />
void TimerPlaceCrowbar(string &amp;in asTimer)<br />
{<br />
SetEntityActive("Crowbar Joint 1", true);<br />
PlaySoundAtEntity("", "puzzle_place_jar.snt", asTimer, 0, false);<br />
}<br />
<br />
void BreakGrate(string &amp;in asParent, string &amp;in asChild, int alState)<br />
{<br />
SetEntityActive("Crowbar Joint 1", false);<br />
SetEntityActive("Crowbar Used 1", true);<br />
<br />
SetSwingDoorLocked("Grate", false, false);<br />
SetSwingDoorClosed("Grate", false, false);<br />
SetSwingDoorDisableAutoClose("Grate", true);<br />
<br />
AddPropImpulse("Grate", 0, 9, 0, "world");<br />
<br />
CreateParticleSystemAtEntity("", "ps_hit_metal.ps", "GrateDoorEffect", false);<br />
<br />
GiveSanityBoostSmall();<br />
<br />
PlaySoundAtEntity("", "close_gate.ps", "GrateDoorEffect", 0, false);<br />
<br />
AddTimer("", 0.1, "TimerPushDoor");<br />
}<br />
<br />
void TimerPushDoor(string &amp;in asTimer)<br />
{<br />
AddPropImpulse("Grate", -9, 9, 0, "world");<br />
AddTimer("", 1.1, "TimerDoorCanClose");<br />
}<br />
<br />
void TimerDoorCanClose(string &amp;in asTimer)<br />
{<br />
SetSwingDoorDisableAutoClose("Grate", false);<br />
AddUseItemCallback("", "Transept R Key", "Transept R", "UseKeyOnDoor2", true);<br />
AddEntityCollideCallback("Player", "GrateLockedMem", "EventQuest", true, 1);<br />
}<br />
<br />
void UseKeyOnDoor2(string &amp;in asItem, string &amp;in asEntity)<br />
{<br />
SetLevelDoorLocked("Transept R", false);<br />
PlaySoundAtEntity("", "unlock_door.snt", "Transept R", 0, false);<br />
RemoveItem(asItem);<br />
}<br />
<br />
void EventQuest(string &amp;in asParent, string &amp;in asChild, int alstate)<br />
{<br />
AddQuest("GrateLockedMem", "GrateLock");<br />
}<br />
<br />
if anyone can figure whats wrong with this i will credit at the end of my story or somethin idk. i really just want mementos. i almost just gave up on my story because it just wont work. the bottom of the script it the memento part.]]></description>
			<content:encoded><![CDATA[ok so i have been working on a custom story for days now and for a whole day i was trying to figure out how to add mementos. i have watched 2 tutorial videos and i still cant do it. when i went to mudbill on one of his vids he replied once and did not reply to me when i asked him why the mementos wont work. maybe its so obvious why it wont work and thats why he stopped lol. so now i had to make an account on the forums as a last resort. my mementos wont work. i followed mudbills tutorial and it wont work. i looked through my whole script and no errors i see. the script must be working because the game does not crash but when i interact with the thing that will give a memento it will not. it refuses it. here is my WHOLE code line for the level. it has a key and crowbar function and they both work. but when i try to make a memento it wont work. i think it has something to do with putting the parts in incorrect places? if anyone looks through this and there are no errors in the code then i need to change something in the editor. <br />
<br />
void OnStart()<br />
{  <br />
AddUseItemCallback("", "Crowbar Used 2", "Grate", "UseCrowbarOnGrate", true);<br />
AddEntityCollideCallback("Crowbar Joint 1", "GrateBreak", "BreakGrate", true, 1);<br />
}<br />
<br />
void UseCrowbarOnGrate(string &amp;in asItem, string &amp;in asEntity)<br />
{<br />
RemoveItem(asItem);<br />
PlaySoundAtEntity("", "player_crouch.snt","Player", 0.05, false);<br />
AddTimer(asEntity, 0.2, "TimerPlaceCrowbar");<br />
}<br />
<br />
void TimerPlaceCrowbar(string &amp;in asTimer)<br />
{<br />
SetEntityActive("Crowbar Joint 1", true);<br />
PlaySoundAtEntity("", "puzzle_place_jar.snt", asTimer, 0, false);<br />
}<br />
<br />
void BreakGrate(string &amp;in asParent, string &amp;in asChild, int alState)<br />
{<br />
SetEntityActive("Crowbar Joint 1", false);<br />
SetEntityActive("Crowbar Used 1", true);<br />
<br />
SetSwingDoorLocked("Grate", false, false);<br />
SetSwingDoorClosed("Grate", false, false);<br />
SetSwingDoorDisableAutoClose("Grate", true);<br />
<br />
AddPropImpulse("Grate", 0, 9, 0, "world");<br />
<br />
CreateParticleSystemAtEntity("", "ps_hit_metal.ps", "GrateDoorEffect", false);<br />
<br />
GiveSanityBoostSmall();<br />
<br />
PlaySoundAtEntity("", "close_gate.ps", "GrateDoorEffect", 0, false);<br />
<br />
AddTimer("", 0.1, "TimerPushDoor");<br />
}<br />
<br />
void TimerPushDoor(string &amp;in asTimer)<br />
{<br />
AddPropImpulse("Grate", -9, 9, 0, "world");<br />
AddTimer("", 1.1, "TimerDoorCanClose");<br />
}<br />
<br />
void TimerDoorCanClose(string &amp;in asTimer)<br />
{<br />
SetSwingDoorDisableAutoClose("Grate", false);<br />
AddUseItemCallback("", "Transept R Key", "Transept R", "UseKeyOnDoor2", true);<br />
AddEntityCollideCallback("Player", "GrateLockedMem", "EventQuest", true, 1);<br />
}<br />
<br />
void UseKeyOnDoor2(string &amp;in asItem, string &amp;in asEntity)<br />
{<br />
SetLevelDoorLocked("Transept R", false);<br />
PlaySoundAtEntity("", "unlock_door.snt", "Transept R", 0, false);<br />
RemoveItem(asItem);<br />
}<br />
<br />
void EventQuest(string &amp;in asParent, string &amp;in asChild, int alstate)<br />
{<br />
AddQuest("GrateLockedMem", "GrateLock");<br />
}<br />
<br />
if anyone can figure whats wrong with this i will credit at the end of my story or somethin idk. i really just want mementos. i almost just gave up on my story because it just wont work. the bottom of the script it the memento part.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[I've completely remastered Amnesia: The Dark Descent]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56779.html</link>
			<pubDate>Sat, 27 Jun 2020 15:59:09 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56779.html</guid>
			<description><![CDATA[I already wrote this on reddit, but for the other users...<br />
<span style="font-weight: bold;" class="mycode_b">I've completely remastered Amnesia: The Dark Descent:</span><br />
<a href="https://www.moddb.com/mods/amnesia-the-dark-descent-remastered" target="_blank" rel="noopener" class="mycode_url">https://www.moddb.com/mods/amnesia-the-d...remastered</a><br />
<br />
This forum was really helpful, a lot of great ideas on how to improve the game mainly the parallax effect.<br />
<br />
I've:<br />
Upscaled every single texture up to 4 times<br />
Remade some textures from scratch<br />
Added PBR materials and a wide variety of floors and ceilings<br />
Redone every single normal, specular and some height maps<br />
Applied more cubemaps and refractions to objects<br />
Updated the shaders (including the 3D parallax effect) THANKS Deu Sex &amp; sgi<br />
Updated many entities:<br />
- fixed the ragdoll pig<br />
- made more entities breakable and interactable<br />
- added a subtle variety to enemies<br />
Redone or tweaked lighting in every single TDD map<br />
Candles and other light sources now automatically cast shadows and light up the fog around them<br />
Upscaled and remade some PS materials, dust and fog are now affected by light level<br />
Tweaked player controls<br />
Fixed small number of known map bugs<br />
Changed windows:<br />
- windows now reflect the interior<br />
- all windows are now seethrough<br />
Change some floors to reflect the surroundings<br />
Replaced the fonts with sharper ones<br />
Scaled down some UI elements<br />
Added back cut content such as:<br />
- Herbert's diary<br />
- unused sounds<br />
- unused music tracks<br />
Redone some reverb sounds<br />
Tweaked some scripts.<br />
<br />
There also are some unwanted side effects and problems. More on the moddb page!]]></description>
			<content:encoded><![CDATA[I already wrote this on reddit, but for the other users...<br />
<span style="font-weight: bold;" class="mycode_b">I've completely remastered Amnesia: The Dark Descent:</span><br />
<a href="https://www.moddb.com/mods/amnesia-the-dark-descent-remastered" target="_blank" rel="noopener" class="mycode_url">https://www.moddb.com/mods/amnesia-the-d...remastered</a><br />
<br />
This forum was really helpful, a lot of great ideas on how to improve the game mainly the parallax effect.<br />
<br />
I've:<br />
Upscaled every single texture up to 4 times<br />
Remade some textures from scratch<br />
Added PBR materials and a wide variety of floors and ceilings<br />
Redone every single normal, specular and some height maps<br />
Applied more cubemaps and refractions to objects<br />
Updated the shaders (including the 3D parallax effect) THANKS Deu Sex &amp; sgi<br />
Updated many entities:<br />
- fixed the ragdoll pig<br />
- made more entities breakable and interactable<br />
- added a subtle variety to enemies<br />
Redone or tweaked lighting in every single TDD map<br />
Candles and other light sources now automatically cast shadows and light up the fog around them<br />
Upscaled and remade some PS materials, dust and fog are now affected by light level<br />
Tweaked player controls<br />
Fixed small number of known map bugs<br />
Changed windows:<br />
- windows now reflect the interior<br />
- all windows are now seethrough<br />
Change some floors to reflect the surroundings<br />
Replaced the fonts with sharper ones<br />
Scaled down some UI elements<br />
Added back cut content such as:<br />
- Herbert's diary<br />
- unused sounds<br />
- unused music tracks<br />
Redone some reverb sounds<br />
Tweaked some scripts.<br />
<br />
There also are some unwanted side effects and problems. More on the moddb page!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Help needed with Custom Healing Item]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56756.html</link>
			<pubDate>Wed, 08 Apr 2020 15:53:02 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56756.html</guid>
			<description><![CDATA[Hi<br />
<br />
I'm creating a mod "Profaned Capital" and I'm looking for help.<br />
To be specific, I want to create a custom healing item (just like laudanum). I've tried through modeleditor but everytime i place my custom healing item on level, it crashes once i enter that level (though i can view it in mapviewer and leveleditor).<br />
Does anyone have experience with custom heal items?<br />
I'm not planning to create a full conversion mod though.<br />
<br />
Steam: Rednie (anime girl is avatar picture)]]></description>
			<content:encoded><![CDATA[Hi<br />
<br />
I'm creating a mod "Profaned Capital" and I'm looking for help.<br />
To be specific, I want to create a custom healing item (just like laudanum). I've tried through modeleditor but everytime i place my custom healing item on level, it crashes once i enter that level (though i can view it in mapviewer and leveleditor).<br />
Does anyone have experience with custom heal items?<br />
I'm not planning to create a full conversion mod though.<br />
<br />
Steam: Rednie (anime girl is avatar picture)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Script that checks AMOUNT of an item]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56754.html</link>
			<pubDate>Mon, 06 Apr 2020 13:48:41 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56754.html</guid>
			<description><![CDATA[Hi<br />
<br />
I really need help with a script.<br />
I want to create a function that checks the AMOUNT of an item (say: check if inventory has 10 of laudanum or if there is &lt;10 of laudanum) in inventory.<br />
Is it even possible in HPL2?]]></description>
			<content:encoded><![CDATA[Hi<br />
<br />
I really need help with a script.<br />
I want to create a function that checks the AMOUNT of an item (say: check if inventory has 10 of laudanum or if there is &lt;10 of laudanum) in inventory.<br />
Is it even possible in HPL2?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to get Amnesia dae models export properly on the same format in Blender?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56728.html</link>
			<pubDate>Sat, 22 Feb 2020 23:49:40 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56728.html</guid>
			<description><![CDATA[Was messing around with original Amnesia models in blender and I noticed that even without even making the slightest edit to a imported .dae model, when exported it crashes the model viewer with a FATAL ERROR: Created Material. <br />
I looked already for possible solutions, but I still don't get the why of the issue, as I seen about that it needs at least one material for the model to get exported correctly, but infact they have it, wich seems directed to .mat files. <br />
I'm using Blender 2.8.]]></description>
			<content:encoded><![CDATA[Was messing around with original Amnesia models in blender and I noticed that even without even making the slightest edit to a imported .dae model, when exported it crashes the model viewer with a FATAL ERROR: Created Material. <br />
I looked already for possible solutions, but I still don't get the why of the issue, as I seen about that it needs at least one material for the model to get exported correctly, but infact they have it, wich seems directed to .mat files. <br />
I'm using Blender 2.8.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Amnesia: Unused Content]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56544.html</link>
			<pubDate>Sun, 20 Oct 2019 16:00:48 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56544.html</guid>
			<description><![CDATA[Hi. It's been a while since my last post. This time, I'm here to show you some unused scripts from the base game.<br />
 If you've already seen the Early Alpha video on the Super Secret file, you've seen how much the game has changed. What you probably didn't know is that some of the things seen in that video are still in the base game and more, but deactivated.<br />
 So i've made a video showing those unused scripts and events that were supposed to be found in the base game.<br />
<br />
[video=youtube]<a href="https://youtu.be/0IAa_ufPzEA" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/0IAa_ufPzEA</a>[/video]<br />
<br />
 Here are some timestamps for each individual change:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>0:03 - 0:33 - Some extra sounds were supposed to play (The body slam sound and Daniel gasping)<br />
0:45 - 1:10 - The door on that event was supposed to be locked shut after entering the room, and unlock soon after, playing a laughter sound as well, and after getting far away enough, close it shut permanently.<br />
1:27 - 1:40 - The Old Archives critter event from the Early Alpha footage. Door is closed shut behind you and flashes ocurred when the critters spawned and despawned, then the door is unlocked. A loud sound is supposed to play here as well when the door is shut.<br />
1:40 - 1:50 - Little Extra: The unused Sanity Potion and Pouch of Coins. (plus breakable boxes)<br />
2:15 - 2:25 - A short soundtrack was supposed to play there. Listen closely.<br />
2:27 - Little Extra: The lantern seen on the Early Alpha footage. Lantern on audio from Penumbra: Necrologue, lantern off audio ripped from the early footage. The invisible hand is from Necrologue as well, and the lantern has been put somewhere far away from the camera. The lighting has been edited as well.<br />
2:40 - 2:45 - Unused event with a dark cloud. Probably a bunch of flies or something, if you count the buzzing sound when it happens. Happens everywhere on the Archives at certain points.<br />
3:15 - Little Extra: Entities were supposed to face the player once picked up. Reactivated by toggling GrabUseOffset on the Model Editor for each individual entity.<br />
3:24 - 3:31 - Unused event with the bookshelf on the Study room. Scratching sounds would be heard from behind it, together with a man's screams and moans. After some time, the books would come out flying from the shelf together with a screen flash, and the books would fade away. An unused soundtrack would be heard as well.<br />
3:44 - A wind sound would be heard in this event. Deactivated probably to give it a more supernatural effect on it, since it explains why the book falls down.<br />
4:25 - 4:30 - Yet another event on the dark cloud.<br />
4:56 - 5:01 - And again. It is the last time.<br />
6:09 - 6:24 - The door would close shut instead of slowly close, and a Infected from Penumbra (a placeholder before the Grunt was created) would spawn after leaving the room, and would probably roam the area and not despawn. The Wine Cellar would be even more dangerous than now like that.<br />
6:29 - 6:40 - The event would trigger once close enough to that part of the room instead of when pouring the chemicals on the machine.<br />
7:07 - 7:41 - An stair would be in that room and you could place it on the loft area. There would be a chest in the loft with some goodies, and when close to the chest, an small event with flashing lights and a ghostly gasp on the end would occur. This was removed because on old versions of the game, Daniel could climb up wall ledges and crounch on ladders, but that was removed. But you can still do an timed jump-crounch there from the ladder to the loft.<br />
7:56 - 8:15 - On the base game, the chemical machine would work once all valves were open at once, but before (also seen in the early alpha) one valve would be needed to be turned on, then the previous valve should be closed, until the last one.<br />
Little Extra: If you listened well, you've noticed different footsteps for stone surfaces. Yes, on the early alpha footage, you can hear different footsteps on the same surface that has been removed. I've recreated it by using walk and run audios for the stone surface.<br />
Extra: Some areas of the game were once merged into one area. The Old Archives and New Archives were once merged into a single Big Archives, and the Wine Cellar and Laboratory were once merged into a Wine Lab.</blockquote>
<br />
 And that is it! Just wanting to share something I've found. Not sure if someone else has already made this, but still, I hope you enjoyed this. Maybe it can give you some inspiration for some event coding, or something.]]></description>
			<content:encoded><![CDATA[Hi. It's been a while since my last post. This time, I'm here to show you some unused scripts from the base game.<br />
 If you've already seen the Early Alpha video on the Super Secret file, you've seen how much the game has changed. What you probably didn't know is that some of the things seen in that video are still in the base game and more, but deactivated.<br />
 So i've made a video showing those unused scripts and events that were supposed to be found in the base game.<br />
<br />
[video=youtube]<a href="https://youtu.be/0IAa_ufPzEA" target="_blank" rel="noopener" class="mycode_url">https://youtu.be/0IAa_ufPzEA</a>[/video]<br />
<br />
 Here are some timestamps for each individual change:<br />
<br />
<blockquote class="mycode_quote"><cite>Quote:</cite>0:03 - 0:33 - Some extra sounds were supposed to play (The body slam sound and Daniel gasping)<br />
0:45 - 1:10 - The door on that event was supposed to be locked shut after entering the room, and unlock soon after, playing a laughter sound as well, and after getting far away enough, close it shut permanently.<br />
1:27 - 1:40 - The Old Archives critter event from the Early Alpha footage. Door is closed shut behind you and flashes ocurred when the critters spawned and despawned, then the door is unlocked. A loud sound is supposed to play here as well when the door is shut.<br />
1:40 - 1:50 - Little Extra: The unused Sanity Potion and Pouch of Coins. (plus breakable boxes)<br />
2:15 - 2:25 - A short soundtrack was supposed to play there. Listen closely.<br />
2:27 - Little Extra: The lantern seen on the Early Alpha footage. Lantern on audio from Penumbra: Necrologue, lantern off audio ripped from the early footage. The invisible hand is from Necrologue as well, and the lantern has been put somewhere far away from the camera. The lighting has been edited as well.<br />
2:40 - 2:45 - Unused event with a dark cloud. Probably a bunch of flies or something, if you count the buzzing sound when it happens. Happens everywhere on the Archives at certain points.<br />
3:15 - Little Extra: Entities were supposed to face the player once picked up. Reactivated by toggling GrabUseOffset on the Model Editor for each individual entity.<br />
3:24 - 3:31 - Unused event with the bookshelf on the Study room. Scratching sounds would be heard from behind it, together with a man's screams and moans. After some time, the books would come out flying from the shelf together with a screen flash, and the books would fade away. An unused soundtrack would be heard as well.<br />
3:44 - A wind sound would be heard in this event. Deactivated probably to give it a more supernatural effect on it, since it explains why the book falls down.<br />
4:25 - 4:30 - Yet another event on the dark cloud.<br />
4:56 - 5:01 - And again. It is the last time.<br />
6:09 - 6:24 - The door would close shut instead of slowly close, and a Infected from Penumbra (a placeholder before the Grunt was created) would spawn after leaving the room, and would probably roam the area and not despawn. The Wine Cellar would be even more dangerous than now like that.<br />
6:29 - 6:40 - The event would trigger once close enough to that part of the room instead of when pouring the chemicals on the machine.<br />
7:07 - 7:41 - An stair would be in that room and you could place it on the loft area. There would be a chest in the loft with some goodies, and when close to the chest, an small event with flashing lights and a ghostly gasp on the end would occur. This was removed because on old versions of the game, Daniel could climb up wall ledges and crounch on ladders, but that was removed. But you can still do an timed jump-crounch there from the ladder to the loft.<br />
7:56 - 8:15 - On the base game, the chemical machine would work once all valves were open at once, but before (also seen in the early alpha) one valve would be needed to be turned on, then the previous valve should be closed, until the last one.<br />
Little Extra: If you listened well, you've noticed different footsteps for stone surfaces. Yes, on the early alpha footage, you can hear different footsteps on the same surface that has been removed. I've recreated it by using walk and run audios for the stone surface.<br />
Extra: Some areas of the game were once merged into one area. The Old Archives and New Archives were once merged into a single Big Archives, and the Wine Cellar and Laboratory were once merged into a Wine Lab.</blockquote>
<br />
 And that is it! Just wanting to share something I've found. Not sure if someone else has already made this, but still, I hope you enjoyed this. Maybe it can give you some inspiration for some event coding, or something.]]></content:encoded>
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		<item>
			<title><![CDATA[The creator of Followed by Death wishes to complete his work after 7 year pause]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56471.html</link>
			<pubDate>Wed, 28 Aug 2019 07:09:38 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56471.html</guid>
			<description><![CDATA[Hello<br />
<br />
I recently binge watched a lot of let's plays of my own custom story and really forgot how good it feels when people appreciate the my own work that I've put a lot of time and effort to it.  <img src="https://www.frictionalgames.com/forum/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />  I'm going to try and make a complete trilogy of my Followed by Death story. I've dug up some old work in progress maps for chapter three and I didn't even remember that how much I already had content in it. It's been a long time since I made levels and scripts so it's going to take some time to get back in track with things.  <img src="https://www.frictionalgames.com/forum/images/smilies/sad.gif" alt="Sad" title="Sad" class="smilie smilie_8" />]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
I recently binge watched a lot of let's plays of my own custom story and really forgot how good it feels when people appreciate the my own work that I've put a lot of time and effort to it.  <img src="https://www.frictionalgames.com/forum/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />  I'm going to try and make a complete trilogy of my Followed by Death story. I've dug up some old work in progress maps for chapter three and I didn't even remember that how much I already had content in it. It's been a long time since I made levels and scripts so it's going to take some time to get back in track with things.  <img src="https://www.frictionalgames.com/forum/images/smilies/sad.gif" alt="Sad" title="Sad" class="smilie smilie_8" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to reset scripts after player death?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56313.html</link>
			<pubDate>Wed, 10 Apr 2019 23:39:08 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56313.html</guid>
			<description><![CDATA[I was recently trying to find a way to make the scripts reset after the player dies, so to still have the monster encounters appear another time just in case. I tryed looking for tutorials and some done script files, but I'm still not able to make this work. How I can do that?]]></description>
			<content:encoded><![CDATA[I was recently trying to find a way to make the scripts reset after the player dies, so to still have the monster encounters appear another time just in case. I tryed looking for tutorials and some done script files, but I'm still not able to make this work. How I can do that?]]></content:encoded>
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		<item>
			<title><![CDATA[Changing subtitles for TC?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56298.html</link>
			<pubDate>Sun, 17 Mar 2019 19:04:08 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56298.html</guid>
			<description><![CDATA[Is it possible to change the games default font for the subtitles that show with AddEffectVoice( )? I've been looking everywhere in the games .cfg files and can't find anything. It's for a TC that I'm developing.]]></description>
			<content:encoded><![CDATA[Is it possible to change the games default font for the subtitles that show with AddEffectVoice( )? I've been looking everywhere in the games .cfg files and can't find anything. It's for a TC that I'm developing.]]></content:encoded>
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			<title><![CDATA[looping timer not working]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56295.html</link>
			<pubDate>Fri, 15 Mar 2019 23:10:12 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56295.html</guid>
			<description><![CDATA[Hello,<br />
<br />
I have a looping timer (thanks to mudbill) however it does not work no matter what i try, no clue what i'm doing wrong if anyone can help would be much appreciated:<br />
<br />
void OnStart()<br />
{<br />
        SetPlayerSanity(1);<br />
        AddTimer("loop", 1, "Timer");<br />
}<br />
<br />
void Timer(string &amp;in asTimer)<br />
{<br />
    if (GetPlayerSanity() &lt;= 0.0f)<br />
    {<br />
        GivePlayerDamage(20.0f, "BloodSplat", false, true);<br />
        AddPlayerSanity(1.0f);<br />
    }<br />
       AddTimer("loop", 1, "Timer");<br />
}]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I have a looping timer (thanks to mudbill) however it does not work no matter what i try, no clue what i'm doing wrong if anyone can help would be much appreciated:<br />
<br />
void OnStart()<br />
{<br />
        SetPlayerSanity(1);<br />
        AddTimer("loop", 1, "Timer");<br />
}<br />
<br />
void Timer(string &amp;in asTimer)<br />
{<br />
    if (GetPlayerSanity() &lt;= 0.0f)<br />
    {<br />
        GivePlayerDamage(20.0f, "BloodSplat", false, true);<br />
        AddPlayerSanity(1.0f);<br />
    }<br />
       AddTimer("loop", 1, "Timer");<br />
}]]></content:encoded>
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		<item>
			<title><![CDATA[Switch case issue]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56200.html</link>
			<pubDate>Tue, 15 Jan 2019 04:05:40 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56200.html</guid>
			<description><![CDATA[I've been working on a custom story for awhile now and I've had a switch case bit of code that has been driving me nuts. For some reason, two of the cases trigger instantly, regardless of what I have it set to. To me, it seems like a weird glitch, although I'm sure it's actually a simple mistake I've made.  The naughty cases are case 1 and case 3. Both cases are over instantly when they are triggered, causing the next case (2 and 4) to trigger at the same time. The weird thing is that case 3 has nearly always been that way, but case 1 only recently started to misbehave and I haven't touched this part of the code at all!<br />
<br />
<br />
Here is the switch case script. Sorry if the formatting is weird, it didn't paste quite nicely. I tried to clean it up.<br />
<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">void&nbsp;Dream</span><span style="color: #007700">(</span><span style="color: #0000BB">string&nbsp;</span><span style="color: #007700">&amp;</span><span style="color: #0000BB">in&nbsp;asTimer</span><span style="color: #007700">)<br />{<br /></span><span style="color: #0000BB"> AddLocalVarInt</span><span style="color: #007700">(</span><span style="color: #DD0000">"DreamStep"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">);<br /></span><span style="color: #0000BB"> float&nbsp;fEventSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">5</span><span style="color: #007700">;<br /></span><span style="color: #0000BB"> switch</span><span style="color: #007700">(</span><span style="color: #0000BB">GetLocalVarInt</span><span style="color: #007700">(</span><span style="color: #DD0000">"DreamStep"</span><span style="color: #007700">))<br /></span><span style="color: #0000BB"> </span><span style="color: #007700">{<br /></span><span style="color: #0000BB">  case&nbsp;1</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />   AddEntityCollideCallback</span><span style="color: #007700">(</span><span style="color: #DD0000">"servant_brute_2"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"BruteDoor"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"BruteBreakDoor"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   AddEntityCollideCallback</span><span style="color: #007700">(</span><span style="color: #DD0000">"Player"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"EnterRoomArea"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"EnterRoom"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetPlayerHealth</span><span style="color: #007700">(</span><span style="color: #0000BB">50</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   FadeOut</span><span style="color: #007700">(</span><span style="color: #0000BB">0</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetMessage</span><span style="color: #007700">(</span><span style="color: #DD0000">"ChapterOneMisc"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"IntroQuote"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">11.5f</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetPlayerActive</span><span style="color: #007700">(</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   TeleportPlayer</span><span style="color: #007700">(</span><span style="color: #DD0000">"DreamStart"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetSanityDrainDisabled</span><span style="color: #007700">(</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   PlayMusic</span><span style="color: #007700">(</span><span style="color: #DD0000">"DreamWhisper.ogg"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">5</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetPlayerMoveSpeedMul</span><span style="color: #007700">(</span><span style="color: #0000BB">0.2f</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetPlayerRunSpeedMul</span><span style="color: #007700">(</span><span style="color: #0000BB">0.3f</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetPlayerLookSpeedMul</span><span style="color: #007700">(</span><span style="color: #0000BB">0.3f</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   FadeGlobalSoundSpeed</span><span style="color: #007700">(</span><span style="color: #0000BB">0.6f</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   fEventSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">12</span><span style="color: #007700">;<br /></span><span style="color: #0000BB">   AddDebugMessage</span><span style="color: #007700">(</span><span style="color: #DD0000">"Case1&nbsp;initializing"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">  break</span><span style="color: #007700">;<br /><br /></span><span style="color: #0000BB">  case&nbsp;2</span><span style="color: #007700">:<br /></span><span style="color: #0000BB">   for</span><span style="color: #007700">(</span><span style="color: #0000BB">int&nbsp;g&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB">g&nbsp;</span><span style="color: #007700">&lt;=&nbsp;</span><span style="color: #0000BB">51</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB">g</span><span style="color: #007700">++)<br /></span><span style="color: #0000BB">   SetEntityActive</span><span style="color: #007700">(</span><span style="color: #DD0000">"13_burner_"&nbsp;</span><span style="color: #007700">+</span><span style="color: #0000BB">g</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetPlayerActive</span><span style="color: #007700">(</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   PlaySoundAtEntity</span><span style="color: #007700">(</span><span style="color: #DD0000">""</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"sanity_damage.snt"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"Player"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">0.0f</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   FadeIn</span><span style="color: #007700">(</span><span style="color: #0000BB">0.1f</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   FadeImageTrailTo</span><span style="color: #007700">(</span><span style="color: #0000BB">2</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   PlayMusic</span><span style="color: #007700">(</span><span style="color: #DD0000">"29_amb.ogg"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">5</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   fEventSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">10</span><span style="color: #007700">;<br /></span><span style="color: #0000BB">   AddDebugMessage</span><span style="color: #007700">(</span><span style="color: #DD0000">"Case2&nbsp;initializing"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">  break</span><span style="color: #007700">;<br /><br /></span><span style="color: #0000BB">  case&nbsp;3</span><span style="color: #007700">:<br /></span><span style="color: #0000BB">   SetEntityActive</span><span style="color: #007700">(</span><span style="color: #DD0000">"servant_brute_2"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   CreateParticleSystemAtEntity</span><span style="color: #007700">(</span><span style="color: #DD0000">""</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"ps_hit_wood.ps"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"DoorBreak"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   PlaySoundAtEntity</span><span style="color: #007700">(</span><span style="color: #DD0000">""</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"break_wood.snt"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"BruteDoor_1"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetEntityActive</span><span style="color: #007700">(</span><span style="color: #DD0000">"FirstDoor"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   StartPlayerLookAt</span><span style="color: #007700">(</span><span style="color: #DD0000">"servant_brute_2"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">""</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   AlertEnemyOfPlayerPresence</span><span style="color: #007700">(</span><span style="color: #DD0000">"servant_brute_2"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   fEventSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">5</span><span style="color: #007700">;<br /></span><span style="color: #0000BB">   AddDebugMessage</span><span style="color: #007700">(</span><span style="color: #DD0000">"Case3&nbsp;initializing"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /><br /></span><span style="color: #0000BB">  case&nbsp;4</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />   fEventSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">5</span><span style="color: #007700">;<br /></span><span style="color: #0000BB">   AddDebugMessage</span><span style="color: #007700">(</span><span style="color: #DD0000">"Case4&nbsp;initializing"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">  break</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB"> <br /><br />  case&nbsp;5</span><span style="color: #007700">:<br /></span><span style="color: #0000BB">   CheckPoint&nbsp;</span><span style="color: #007700">(</span><span style="color: #DD0000">"DeathRespawn"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"PlayerStartBed"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"DeathRespawn"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"DeathRespawn"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"DeathRespawn"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   StartPlayerLookAt</span><span style="color: #007700">(</span><span style="color: #DD0000">"AreaDreamLook"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">0.5f</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">""</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   AddTimer</span><span style="color: #007700">(</span><span style="color: #DD0000">""</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">2</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"StopLook"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   TeleportPlayer</span><span style="color: #007700">(</span><span style="color: #DD0000">"Dream1"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   AlertEnemyOfPlayerPresence</span><span style="color: #007700">(</span><span style="color: #DD0000">"servant_brute_2"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetSwingDoorClosed</span><span style="color: #007700">(</span><span style="color: #DD0000">"dreamdoor"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetSwingDoorDisableAutoClose</span><span style="color: #007700">(</span><span style="color: #DD0000">"dreamdoor"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   AddPropForce</span><span style="color: #007700">(</span><span style="color: #DD0000">"dreamdoor"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">3000</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"world"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   fEventSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">3</span><span style="color: #007700">;<br /></span><span style="color: #0000BB">   AddDebugMessage</span><span style="color: #007700">(</span><span style="color: #DD0000">"Case5&nbsp;initializing"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">  break</span><span style="color: #007700">;<br /></span><span style="color: #0000BB"> </span><span style="color: #007700">}<br /></span><span style="color: #0000BB"> if</span><span style="color: #007700">(</span><span style="color: #0000BB">GetLocalVarInt</span><span style="color: #007700">(</span><span style="color: #DD0000">"DreamStep"</span><span style="color: #007700">)&nbsp;&lt;&nbsp;</span><span style="color: #0000BB">5</span><span style="color: #007700">)</span><span style="color: #0000BB"> &nbsp;AddTimer</span><span style="color: #007700">(</span><span style="color: #DD0000">"Dream1"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">fEventSpeed</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"Dream"</span><span style="color: #007700">);<br />}&nbsp;<br /></span></code></div></div></div><br />
<br />
(Case 4 is blank because it has always triggered at the same time as 3)<br />
<br />
Thanks so much!]]></description>
			<content:encoded><![CDATA[I've been working on a custom story for awhile now and I've had a switch case bit of code that has been driving me nuts. For some reason, two of the cases trigger instantly, regardless of what I have it set to. To me, it seems like a weird glitch, although I'm sure it's actually a simple mistake I've made.  The naughty cases are case 1 and case 3. Both cases are over instantly when they are triggered, causing the next case (2 and 4) to trigger at the same time. The weird thing is that case 3 has nearly always been that way, but case 1 only recently started to misbehave and I haven't touched this part of the code at all!<br />
<br />
<br />
Here is the switch case script. Sorry if the formatting is weird, it didn't paste quite nicely. I tried to clean it up.<br />
<br />
<div class="codeblock phpcodeblock"><div class="title">PHP Code:</div><div class="body"><div dir="ltr"><code><span style="color: #0000BB">void&nbsp;Dream</span><span style="color: #007700">(</span><span style="color: #0000BB">string&nbsp;</span><span style="color: #007700">&amp;</span><span style="color: #0000BB">in&nbsp;asTimer</span><span style="color: #007700">)<br />{<br /></span><span style="color: #0000BB"> AddLocalVarInt</span><span style="color: #007700">(</span><span style="color: #DD0000">"DreamStep"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">);<br /></span><span style="color: #0000BB"> float&nbsp;fEventSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">5</span><span style="color: #007700">;<br /></span><span style="color: #0000BB"> switch</span><span style="color: #007700">(</span><span style="color: #0000BB">GetLocalVarInt</span><span style="color: #007700">(</span><span style="color: #DD0000">"DreamStep"</span><span style="color: #007700">))<br /></span><span style="color: #0000BB"> </span><span style="color: #007700">{<br /></span><span style="color: #0000BB">  case&nbsp;1</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />   AddEntityCollideCallback</span><span style="color: #007700">(</span><span style="color: #DD0000">"servant_brute_2"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"BruteDoor"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"BruteBreakDoor"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   AddEntityCollideCallback</span><span style="color: #007700">(</span><span style="color: #DD0000">"Player"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"EnterRoomArea"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"EnterRoom"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetPlayerHealth</span><span style="color: #007700">(</span><span style="color: #0000BB">50</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   FadeOut</span><span style="color: #007700">(</span><span style="color: #0000BB">0</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetMessage</span><span style="color: #007700">(</span><span style="color: #DD0000">"ChapterOneMisc"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"IntroQuote"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">11.5f</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetPlayerActive</span><span style="color: #007700">(</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   TeleportPlayer</span><span style="color: #007700">(</span><span style="color: #DD0000">"DreamStart"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetSanityDrainDisabled</span><span style="color: #007700">(</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   PlayMusic</span><span style="color: #007700">(</span><span style="color: #DD0000">"DreamWhisper.ogg"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">5</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetPlayerMoveSpeedMul</span><span style="color: #007700">(</span><span style="color: #0000BB">0.2f</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetPlayerRunSpeedMul</span><span style="color: #007700">(</span><span style="color: #0000BB">0.3f</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetPlayerLookSpeedMul</span><span style="color: #007700">(</span><span style="color: #0000BB">0.3f</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   FadeGlobalSoundSpeed</span><span style="color: #007700">(</span><span style="color: #0000BB">0.6f</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   fEventSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">12</span><span style="color: #007700">;<br /></span><span style="color: #0000BB">   AddDebugMessage</span><span style="color: #007700">(</span><span style="color: #DD0000">"Case1&nbsp;initializing"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">  break</span><span style="color: #007700">;<br /><br /></span><span style="color: #0000BB">  case&nbsp;2</span><span style="color: #007700">:<br /></span><span style="color: #0000BB">   for</span><span style="color: #007700">(</span><span style="color: #0000BB">int&nbsp;g&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB">g&nbsp;</span><span style="color: #007700">&lt;=&nbsp;</span><span style="color: #0000BB">51</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB">g</span><span style="color: #007700">++)<br /></span><span style="color: #0000BB">   SetEntityActive</span><span style="color: #007700">(</span><span style="color: #DD0000">"13_burner_"&nbsp;</span><span style="color: #007700">+</span><span style="color: #0000BB">g</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetPlayerActive</span><span style="color: #007700">(</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   PlaySoundAtEntity</span><span style="color: #007700">(</span><span style="color: #DD0000">""</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"sanity_damage.snt"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"Player"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">0.0f</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   FadeIn</span><span style="color: #007700">(</span><span style="color: #0000BB">0.1f</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   FadeImageTrailTo</span><span style="color: #007700">(</span><span style="color: #0000BB">2</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   PlayMusic</span><span style="color: #007700">(</span><span style="color: #DD0000">"29_amb.ogg"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">5</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   fEventSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">10</span><span style="color: #007700">;<br /></span><span style="color: #0000BB">   AddDebugMessage</span><span style="color: #007700">(</span><span style="color: #DD0000">"Case2&nbsp;initializing"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">  break</span><span style="color: #007700">;<br /><br /></span><span style="color: #0000BB">  case&nbsp;3</span><span style="color: #007700">:<br /></span><span style="color: #0000BB">   SetEntityActive</span><span style="color: #007700">(</span><span style="color: #DD0000">"servant_brute_2"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   CreateParticleSystemAtEntity</span><span style="color: #007700">(</span><span style="color: #DD0000">""</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"ps_hit_wood.ps"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"DoorBreak"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   PlaySoundAtEntity</span><span style="color: #007700">(</span><span style="color: #DD0000">""</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"break_wood.snt"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"BruteDoor_1"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetEntityActive</span><span style="color: #007700">(</span><span style="color: #DD0000">"FirstDoor"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   StartPlayerLookAt</span><span style="color: #007700">(</span><span style="color: #DD0000">"servant_brute_2"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">""</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   AlertEnemyOfPlayerPresence</span><span style="color: #007700">(</span><span style="color: #DD0000">"servant_brute_2"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   fEventSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">5</span><span style="color: #007700">;<br /></span><span style="color: #0000BB">   AddDebugMessage</span><span style="color: #007700">(</span><span style="color: #DD0000">"Case3&nbsp;initializing"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /><br /></span><span style="color: #0000BB">  case&nbsp;4</span><span style="color: #007700">:&nbsp;</span><span style="color: #0000BB"> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />   fEventSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">5</span><span style="color: #007700">;<br /></span><span style="color: #0000BB">   AddDebugMessage</span><span style="color: #007700">(</span><span style="color: #DD0000">"Case4&nbsp;initializing"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">  break</span><span style="color: #007700">;&nbsp;</span><span style="color: #0000BB"> <br /><br />  case&nbsp;5</span><span style="color: #007700">:<br /></span><span style="color: #0000BB">   CheckPoint&nbsp;</span><span style="color: #007700">(</span><span style="color: #DD0000">"DeathRespawn"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"PlayerStartBed"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"DeathRespawn"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"DeathRespawn"</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"DeathRespawn"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   StartPlayerLookAt</span><span style="color: #007700">(</span><span style="color: #DD0000">"AreaDreamLook"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">0.5f</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">1</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">""</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   AddTimer</span><span style="color: #007700">(</span><span style="color: #DD0000">""</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">2</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"StopLook"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   TeleportPlayer</span><span style="color: #007700">(</span><span style="color: #DD0000">"Dream1"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   AlertEnemyOfPlayerPresence</span><span style="color: #007700">(</span><span style="color: #DD0000">"servant_brute_2"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetSwingDoorClosed</span><span style="color: #007700">(</span><span style="color: #DD0000">"dreamdoor"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">false</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   SetSwingDoorDisableAutoClose</span><span style="color: #007700">(</span><span style="color: #DD0000">"dreamdoor"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   AddPropForce</span><span style="color: #007700">(</span><span style="color: #DD0000">"dreamdoor"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">0</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">3000</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"world"</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">   fEventSpeed&nbsp;</span><span style="color: #007700">=&nbsp;</span><span style="color: #0000BB">3</span><span style="color: #007700">;<br /></span><span style="color: #0000BB">   AddDebugMessage</span><span style="color: #007700">(</span><span style="color: #DD0000">"Case5&nbsp;initializing"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">true</span><span style="color: #007700">);<br /></span><span style="color: #0000BB">  break</span><span style="color: #007700">;<br /></span><span style="color: #0000BB"> </span><span style="color: #007700">}<br /></span><span style="color: #0000BB"> if</span><span style="color: #007700">(</span><span style="color: #0000BB">GetLocalVarInt</span><span style="color: #007700">(</span><span style="color: #DD0000">"DreamStep"</span><span style="color: #007700">)&nbsp;&lt;&nbsp;</span><span style="color: #0000BB">5</span><span style="color: #007700">)</span><span style="color: #0000BB"> &nbsp;AddTimer</span><span style="color: #007700">(</span><span style="color: #DD0000">"Dream1"</span><span style="color: #007700">,&nbsp;</span><span style="color: #0000BB">fEventSpeed</span><span style="color: #007700">,&nbsp;</span><span style="color: #DD0000">"Dream"</span><span style="color: #007700">);<br />}&nbsp;<br /></span></code></div></div></div><br />
<br />
(Case 4 is blank because it has always triggered at the same time as 3)<br />
<br />
Thanks so much!]]></content:encoded>
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		<item>
			<title><![CDATA[Level editor blackbox crash]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56151.html</link>
			<pubDate>Sat, 22 Dec 2018 12:07:52 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56151.html</guid>
			<description><![CDATA[<div style="text-align: left;" class="mycode_align">I just downloaded the Amnesia tools and the level editor opens just fine,</div>
<div style="text-align: left;" class="mycode_align">but when I load textures from (Primitives) and try to load textures from cellarbase or any other, it gets a blackbox and crashes.</div>
<br />
Another note, thumbnails won't load whatsoever when selecting entities or static objects. Any clues?<br />
I reinstalled the game from Steam and reinstalled all the level editor tools.<br />
<br />
If I posted this in the wrong forum subject then let me know, I thought technical support didn't have anything to do with the Amnesia tools.<br />
<br />
If you want to take a look at the LeveEditor.log then let me know where it's located cause I'm not too keen on where the file is located in.<br />
<br />
Any help is appreciated.]]></description>
			<content:encoded><![CDATA[<div style="text-align: left;" class="mycode_align">I just downloaded the Amnesia tools and the level editor opens just fine,</div>
<div style="text-align: left;" class="mycode_align">but when I load textures from (Primitives) and try to load textures from cellarbase or any other, it gets a blackbox and crashes.</div>
<br />
Another note, thumbnails won't load whatsoever when selecting entities or static objects. Any clues?<br />
I reinstalled the game from Steam and reinstalled all the level editor tools.<br />
<br />
If I posted this in the wrong forum subject then let me know, I thought technical support didn't have anything to do with the Amnesia tools.<br />
<br />
If you want to take a look at the LeveEditor.log then let me know where it's located cause I'm not too keen on where the file is located in.<br />
<br />
Any help is appreciated.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Need competent 3D Modeler and animator]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56123.html</link>
			<pubDate>Mon, 03 Dec 2018 21:53:34 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56123.html</guid>
			<description><![CDATA[I and a couple friends recently formed a team to develop a custom story and we have this idea for a custom monster that could potentially be added, only none of us have the skills to make it.<br />
<br />
Who we are looking for is someone who can do 3 things, model, rig, and animate. Hopefully someone here can help us out.<br />
<br />
If you are interested, visit here and PM one of us: <a href="https://www.moddb.com/company/hsa-studios" target="_blank" rel="noopener" class="mycode_url">https://www.moddb.com/company/hsa-studios</a><br />
<br />
Happy Spooking!]]></description>
			<content:encoded><![CDATA[I and a couple friends recently formed a team to develop a custom story and we have this idea for a custom monster that could potentially be added, only none of us have the skills to make it.<br />
<br />
Who we are looking for is someone who can do 3 things, model, rig, and animate. Hopefully someone here can help us out.<br />
<br />
If you are interested, visit here and PM one of us: <a href="https://www.moddb.com/company/hsa-studios" target="_blank" rel="noopener" class="mycode_url">https://www.moddb.com/company/hsa-studios</a><br />
<br />
Happy Spooking!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TC Mod editor is not updating enemy's]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56105.html</link>
			<pubDate>Mon, 26 Nov 2018 21:37:28 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56105.html</guid>
			<description><![CDATA[So I was working on my TC mod and tried to add enemy that spawns when player enters script area<br />
but problem is that my script does not work "unless I use F2 to reload whole map"<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>void OnStart()<br />
{<br />
<br />
<br />
<br />
//-- CallBacks --//<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;//-- Collide Callbacks --//<br />
&nbsp;&nbsp;&nbsp;&nbsp;AddEntityCollideCallback("Player", "NowWillFall", "objectsfall", true, 1);<br />
&nbsp;&nbsp;&nbsp;&nbsp;AddEntityCollideCallback("Player", "LetsSpawn", "spawnpig", true, 1);<br />
&nbsp;&nbsp;&nbsp;&nbsp;AddEntityCollideCallback("servant_grunt_1", "DespawnPig", "despawnpig", true, 1);<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
SetMapDisplayNameEntry("Mansion - Employe District - Longue 2");<br />
<br />
}<br />
void OnEnter()<br />
{&nbsp;&nbsp;&nbsp;&nbsp;<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;//AUTOSAVE//<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;AutoSave();<br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
} <br />
void OnLeave()<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;StopMusic(4.0f, 0);<br />
<br />
}<br />
<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//////////////////////////<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;////Specyfic Functions///<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;/////////////////////////<br />
void objectsfall (string &amp;in asParent, string &amp;in asChild, int alState)<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive("buzzsaw_1", true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive("vase02_2", true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive("wine01_7", true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive("hammer_1", true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);<br />
&nbsp;&nbsp;&nbsp;&nbsp;PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);<br />
&nbsp;&nbsp;&nbsp;&nbsp;GiveSanityDamage(2, true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
void spawnpig (string &amp;in asParent, string &amp;in asChild, int alState)<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive("servant_grunt_1", true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0.001, "");<br />
&nbsp;&nbsp;&nbsp;&nbsp;AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0.001, "");<br />
&nbsp;&nbsp;&nbsp;&nbsp;PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);<br />
&nbsp;&nbsp;&nbsp;&nbsp;PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);<br />
&nbsp;&nbsp;&nbsp;&nbsp;GiveSanityDamage(2, true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
void despawnpig (string &amp;in asParent, string &amp;in asChild, int alState)<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive("servant_grunt_1", false);<br />
&nbsp;&nbsp;&nbsp;&nbsp;}</code></div></div>]]></description>
			<content:encoded><![CDATA[So I was working on my TC mod and tried to add enemy that spawns when player enters script area<br />
but problem is that my script does not work "unless I use F2 to reload whole map"<br />
<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>void OnStart()<br />
{<br />
<br />
<br />
<br />
//-- CallBacks --//<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;//-- Collide Callbacks --//<br />
&nbsp;&nbsp;&nbsp;&nbsp;AddEntityCollideCallback("Player", "NowWillFall", "objectsfall", true, 1);<br />
&nbsp;&nbsp;&nbsp;&nbsp;AddEntityCollideCallback("Player", "LetsSpawn", "spawnpig", true, 1);<br />
&nbsp;&nbsp;&nbsp;&nbsp;AddEntityCollideCallback("servant_grunt_1", "DespawnPig", "despawnpig", true, 1);<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
SetMapDisplayNameEntry("Mansion - Employe District - Longue 2");<br />
<br />
}<br />
void OnEnter()<br />
{&nbsp;&nbsp;&nbsp;&nbsp;<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;//AUTOSAVE//<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;AutoSave();<br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
} <br />
void OnLeave()<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;StopMusic(4.0f, 0);<br />
<br />
}<br />
<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//////////////////////////<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;////Specyfic Functions///<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;/////////////////////////<br />
void objectsfall (string &amp;in asParent, string &amp;in asChild, int alState)<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive("buzzsaw_1", true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive("vase02_2", true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive("wine01_7", true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive("hammer_1", true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);<br />
&nbsp;&nbsp;&nbsp;&nbsp;PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);<br />
&nbsp;&nbsp;&nbsp;&nbsp;GiveSanityDamage(2, true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
void spawnpig (string &amp;in asParent, string &amp;in asChild, int alState)<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive("servant_grunt_1", true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0.001, "");<br />
&nbsp;&nbsp;&nbsp;&nbsp;AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0.001, "");<br />
&nbsp;&nbsp;&nbsp;&nbsp;PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);<br />
&nbsp;&nbsp;&nbsp;&nbsp;PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);<br />
&nbsp;&nbsp;&nbsp;&nbsp;GiveSanityDamage(2, true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;}<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
void despawnpig (string &amp;in asParent, string &amp;in asChild, int alState)<br />
&nbsp;&nbsp;&nbsp;&nbsp;{<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive("servant_grunt_1", false);<br />
&nbsp;&nbsp;&nbsp;&nbsp;}</code></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Looking for voice actors!]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56086.html</link>
			<pubDate>Sat, 17 Nov 2018 22:15:32 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56086.html</guid>
			<description><![CDATA[Not looking for actual professionals (although that would be amazing), but I am looking for people to put their nice voices to the test! <br />
I am making a custom story titled <span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Into The Abyss</span></span>, and I need someone to fill my dialogues and letters with their voices! Looking for both female and male voices,so everyone reading this,feel free to send a voice recording (with a decent microphone).<br />
<br />
If you want to give it a shot and voice a couple of dialogues,feel free to send a recording of your voice trough either:<br />
-Sending it to my e-mail address: dukatello212@hotmail.com<br />
-Posting it here (although not sure if you can post audio files on the thread replies)<br />
-Head over to my discord channel! <a href="https://discord.gg/emqU8m" target="_blank" rel="noopener" class="mycode_url">https://discord.gg/emqU8m</a><br />
<br />
Requirements:<br />
-Solid microphone (nothing too fancy)<br />
-Internet <br />
<br />
<br />
<br />
Appreciate any help you give,thank you!]]></description>
			<content:encoded><![CDATA[Not looking for actual professionals (although that would be amazing), but I am looking for people to put their nice voices to the test! <br />
I am making a custom story titled <span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Into The Abyss</span></span>, and I need someone to fill my dialogues and letters with their voices! Looking for both female and male voices,so everyone reading this,feel free to send a voice recording (with a decent microphone).<br />
<br />
If you want to give it a shot and voice a couple of dialogues,feel free to send a recording of your voice trough either:<br />
-Sending it to my e-mail address: dukatello212@hotmail.com<br />
-Posting it here (although not sure if you can post audio files on the thread replies)<br />
-Head over to my discord channel! <a href="https://discord.gg/emqU8m" target="_blank" rel="noopener" class="mycode_url">https://discord.gg/emqU8m</a><br />
<br />
Requirements:<br />
-Solid microphone (nothing too fancy)<br />
-Internet <br />
<br />
<br />
<br />
Appreciate any help you give,thank you!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Need custom music for your Custom Story?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56084.html</link>
			<pubDate>Sat, 17 Nov 2018 19:20:01 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56084.html</guid>
			<description><![CDATA[I'm a music composer/ producer who would love to be a part of the creation of a custom story! I have one album out with two of the tracks being "horror" based, you can listen to them here: <a href="https://www.youtube.com/watch?v=I3hLYpnXUiw" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=I3hLYpnXUiw</a> <a href="https://www.youtube.com/watch?v=PE1Eeb7T8ZI" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=PE1Eeb7T8ZI</a><br />
<br />
<br />
I also have an orchestral piece, not so much horror but it shows you what I can do with orchestral instruments which are present in the original amnesia soundtrack: <a href="https://www.youtube.com/watch?v=5UhIwNy6Dtc" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=5UhIwNy6Dtc</a><br />
<br />
I've completed Syntorial, a rigorous sound synthesis tutorial with 199 lessons and challenges, just in case you want some spooky synths in your CS. You can listen to some synths I've made from scratch here (there's a whole folder dedicated to horror synths): <a href="https://drive.google.com/open?id=1w1-d2Xf8EyqI4aXSltx74i-MKys1t5B_" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/open?id=1w1-d2X...-MKys1t5B_</a><br />
<br />
If you're interested, PM me or email me at flynnwikbusiness@gmail.com and we can negotiate things. <img src="https://www.frictionalgames.com/forum/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1" />]]></description>
			<content:encoded><![CDATA[I'm a music composer/ producer who would love to be a part of the creation of a custom story! I have one album out with two of the tracks being "horror" based, you can listen to them here: <a href="https://www.youtube.com/watch?v=I3hLYpnXUiw" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=I3hLYpnXUiw</a> <a href="https://www.youtube.com/watch?v=PE1Eeb7T8ZI" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=PE1Eeb7T8ZI</a><br />
<br />
<br />
I also have an orchestral piece, not so much horror but it shows you what I can do with orchestral instruments which are present in the original amnesia soundtrack: <a href="https://www.youtube.com/watch?v=5UhIwNy6Dtc" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=5UhIwNy6Dtc</a><br />
<br />
I've completed Syntorial, a rigorous sound synthesis tutorial with 199 lessons and challenges, just in case you want some spooky synths in your CS. You can listen to some synths I've made from scratch here (there's a whole folder dedicated to horror synths): <a href="https://drive.google.com/open?id=1w1-d2Xf8EyqI4aXSltx74i-MKys1t5B_" target="_blank" rel="noopener" class="mycode_url">https://drive.google.com/open?id=1w1-d2X...-MKys1t5B_</a><br />
<br />
If you're interested, PM me or email me at flynnwikbusiness@gmail.com and we can negotiate things. <img src="https://www.frictionalgames.com/forum/images/smilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_1" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Help needed for rigging models]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56083.html</link>
			<pubDate>Fri, 16 Nov 2018 17:40:48 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56083.html</guid>
			<description><![CDATA[<span style="color: #000000;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Verdana, Arial, sans-serif;" class="mycode_font">Hello, I need help about rigging models.</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Verdana, Arial, sans-serif;" class="mycode_font">I recently got some Dead Space models that I want to rig on Amnesia monsters skeletons, but since in Blender animations from Amnesia can't be exported from what I know. I need suggestions about if there is a way or other programs to use to get rigs work properly, expecially for exporting. I know that there is maya, but I prefer to see if there is another possibility first.</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Verdana, Arial, sans-serif;" class="mycode_font">If someone want, I can send the models to rig along with the Amnesia monsters models and animations files and then you can send me the rigged and setted(just the basic to get it work) model.</span></span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #000000;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Verdana, Arial, sans-serif;" class="mycode_font">Hello, I need help about rigging models.</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Verdana, Arial, sans-serif;" class="mycode_font">I recently got some Dead Space models that I want to rig on Amnesia monsters skeletons, but since in Blender animations from Amnesia can't be exported from what I know. I need suggestions about if there is a way or other programs to use to get rigs work properly, expecially for exporting. I know that there is maya, but I prefer to see if there is another possibility first.</span></span></span><br />
<span style="color: #000000;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Verdana, Arial, sans-serif;" class="mycode_font">If someone want, I can send the models to rig along with the Amnesia monsters models and animations files and then you can send me the rigged and setted(just the basic to get it work) model.</span></span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Amnesia "One Week" Event!]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56075.html</link>
			<pubDate>Mon, 12 Nov 2018 18:02:01 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56075.html</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Did somebody say, Mapping Event?</span></span></div>
<br />
Hello there! <br />
<br />
Interested in showing off your Mapping/Scripting skills in a community run event? Well, over on our Frictional Games Fan-based <a href="https://discord.gg/sYsPHbg" target="_blank" rel="noopener" class="mycode_url">Discord Server</a>, we're running a collaborative event where users are required to submit a Custom Story map which they have created within a week's time. Everyone is welcome to participate, so long as you respect the rules below.<br />
<hr class="mycode_hr" />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Rules</span></span></div>
<br />
<ol type="1" class="mycode_list">
</li>
<li><span style="font-weight: bold;" class="mycode_b">Submission must be your own original work</span>, being helped by other members is fine as long as you're not copying/plagiarising someone else's work. <br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Custom assets aren't generally allowed due to naming conflicts</span> (Justine assets are okay, do not use MFP assets), but you can use modified .ent and .snt files. If you REALLY need to use a custom asset (as in, you came up with an amazing idea and it needs something custom rather than using imported elements just for the visuals), please let one of the organisers on the server, or reply to the post below.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Your map must be sent in a custom story format</span>. Create a custom story base, have only ONE map in it. Keep all of the modified assets in their respectful folders (example: sounds go into "sounds", entities go into "entities".). <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Here's the way you should name your work:</span><br />
<span style="font-weight: bold;" class="mycode_b">YourName_map</span> (title of the .map file)<br />
<span style="font-weight: bold;" class="mycode_b">YourName_asset</span> (every modified/custom asset NEEDS to have a prefix with your name)<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The level has to feature the following elements:</span><br />
- An interesting puzzle idea<br />
- Decent storyline (your level, your story - you don't have to write anything complex but at least give the players some context on what they're doing)<br />
- Atmosphere. Please refrain from sending a barren map with NO atmosphere at all. Be it bright or dark atmosphere, it has to evoke certain feelings. <br />
<br />
</li>
<li>Your map might not end up on the release if we decide its quality doesn't meet our expectations. <span style="font-weight: bold;" class="mycode_b">No shitty jokes and memes are allowed. Be serious about your work.</span><br />
</li></ol>
The competition will consist of two different stages: the first one is handing your work in, and the second stage is when the organisers merge/bugfix the maps.<br />
<br />
Voting for community's favorite map will be held on <a href="https://www.strawpoll.me/" target="_blank" rel="noopener" class="mycode_url">https://www.strawpoll.me/</a>, starting on the project's release date (yet to be decided). <br />
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">The deadline is Monday, November 19th 23:59 GMT+1 Time. </span></span></div>
<hr class="mycode_hr" />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Still interested? Excellent!</span></span></div>
<br />
<div style="text-align: left;" class="mycode_align">To get involved, there are two ways.<br />
</div>
First, and one we recommend to get on-hands-on assistance from others interested in collaborating in realtime, is to visit us on our Unofficial Fan-based Frictional Games server. Once you have joined, feel free to ping an Event Organiser or a member of staff for a role which will allow you to talk in a channel dedicated to the event. When you're done, feel free to send your map to one of the organisers. <br />
<br />
If you do not wish to use Discord, you may also download the template attached to this post, and either link or upload your creation in this forum post by replying below! Should you have any questions, feel free to reply below or send a PM to either myself using the PM button under this post, <a href="https://www.frictionalgames.com/forum/private.php?action=send&amp;uid=26963" target="_blank" rel="noopener" class="mycode_url">Slanderous</a> or <a href="https://www.frictionalgames.com/forum/private.php?action=send&amp;uid=36968" target="_blank" rel="noopener" class="mycode_url">TiManGames</a>. <br />
<br />
Not sure where to get started? We have a ton of resources on the Frictional Games Wiki and here on the forums. The Engine Scripts Page below will give you a list of all the basic functionalities used in Amnesia, and there are an array of tutorials in the HPL2 Documentation in the sidebar.<br />
<br />
Discord Link: <a href="https://discord.gg/sYsPHbg" target="_blank" rel="noopener" class="mycode_url">https://discord.gg/sYsPHbg</a><br />
Engine Scripts Page: <a href="https://wiki.frictionalgames.com/hpl2/amnesia/script_functions" target="_blank" rel="noopener" class="mycode_url">https://wiki.frictionalgames.com/hpl2/am..._functions</a><br />
<br />
Best of luck, and we look forward to seeing what you come up with!<br />
<br />
<img src="https://www.frictionalgames.com/forum/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
&nbsp;&nbsp;<a href="attachment.php?aid=6501" target="_blank" title="">A Week of Modding - Contestant Template.zip</a> (Size: 3.89 KB / Downloads: 379)
]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Did somebody say, Mapping Event?</span></span></div>
<br />
Hello there! <br />
<br />
Interested in showing off your Mapping/Scripting skills in a community run event? Well, over on our Frictional Games Fan-based <a href="https://discord.gg/sYsPHbg" target="_blank" rel="noopener" class="mycode_url">Discord Server</a>, we're running a collaborative event where users are required to submit a Custom Story map which they have created within a week's time. Everyone is welcome to participate, so long as you respect the rules below.<br />
<hr class="mycode_hr" />
<div style="text-align: center;" class="mycode_align"><span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Rules</span></span></div>
<br />
<ol type="1" class="mycode_list">
</li>
<li><span style="font-weight: bold;" class="mycode_b">Submission must be your own original work</span>, being helped by other members is fine as long as you're not copying/plagiarising someone else's work. <br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Custom assets aren't generally allowed due to naming conflicts</span> (Justine assets are okay, do not use MFP assets), but you can use modified .ent and .snt files. If you REALLY need to use a custom asset (as in, you came up with an amazing idea and it needs something custom rather than using imported elements just for the visuals), please let one of the organisers on the server, or reply to the post below.<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Your map must be sent in a custom story format</span>. Create a custom story base, have only ONE map in it. Keep all of the modified assets in their respectful folders (example: sounds go into "sounds", entities go into "entities".). <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Here's the way you should name your work:</span><br />
<span style="font-weight: bold;" class="mycode_b">YourName_map</span> (title of the .map file)<br />
<span style="font-weight: bold;" class="mycode_b">YourName_asset</span> (every modified/custom asset NEEDS to have a prefix with your name)<br />
<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The level has to feature the following elements:</span><br />
- An interesting puzzle idea<br />
- Decent storyline (your level, your story - you don't have to write anything complex but at least give the players some context on what they're doing)<br />
- Atmosphere. Please refrain from sending a barren map with NO atmosphere at all. Be it bright or dark atmosphere, it has to evoke certain feelings. <br />
<br />
</li>
<li>Your map might not end up on the release if we decide its quality doesn't meet our expectations. <span style="font-weight: bold;" class="mycode_b">No shitty jokes and memes are allowed. Be serious about your work.</span><br />
</li></ol>
The competition will consist of two different stages: the first one is handing your work in, and the second stage is when the organisers merge/bugfix the maps.<br />
<br />
Voting for community's favorite map will be held on <a href="https://www.strawpoll.me/" target="_blank" rel="noopener" class="mycode_url">https://www.strawpoll.me/</a>, starting on the project's release date (yet to be decided). <br />
<br />
<div style="text-align: justify;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">The deadline is Monday, November 19th 23:59 GMT+1 Time. </span></span></div>
<hr class="mycode_hr" />
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Still interested? Excellent!</span></span></div>
<br />
<div style="text-align: left;" class="mycode_align">To get involved, there are two ways.<br />
</div>
First, and one we recommend to get on-hands-on assistance from others interested in collaborating in realtime, is to visit us on our Unofficial Fan-based Frictional Games server. Once you have joined, feel free to ping an Event Organiser or a member of staff for a role which will allow you to talk in a channel dedicated to the event. When you're done, feel free to send your map to one of the organisers. <br />
<br />
If you do not wish to use Discord, you may also download the template attached to this post, and either link or upload your creation in this forum post by replying below! Should you have any questions, feel free to reply below or send a PM to either myself using the PM button under this post, <a href="https://www.frictionalgames.com/forum/private.php?action=send&amp;uid=26963" target="_blank" rel="noopener" class="mycode_url">Slanderous</a> or <a href="https://www.frictionalgames.com/forum/private.php?action=send&amp;uid=36968" target="_blank" rel="noopener" class="mycode_url">TiManGames</a>. <br />
<br />
Not sure where to get started? We have a ton of resources on the Frictional Games Wiki and here on the forums. The Engine Scripts Page below will give you a list of all the basic functionalities used in Amnesia, and there are an array of tutorials in the HPL2 Documentation in the sidebar.<br />
<br />
Discord Link: <a href="https://discord.gg/sYsPHbg" target="_blank" rel="noopener" class="mycode_url">https://discord.gg/sYsPHbg</a><br />
Engine Scripts Page: <a href="https://wiki.frictionalgames.com/hpl2/amnesia/script_functions" target="_blank" rel="noopener" class="mycode_url">https://wiki.frictionalgames.com/hpl2/am..._functions</a><br />
<br />
Best of luck, and we look forward to seeing what you come up with!<br />
<br />
<img src="https://www.frictionalgames.com/forum/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
&nbsp;&nbsp;<a href="attachment.php?aid=6501" target="_blank" title="">A Week of Modding - Contestant Template.zip</a> (Size: 3.89 KB / Downloads: 379)
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[SOLVED] LiquidArea Problem]]></title>
			<link>https://www.frictionalgames.com/forum/thread-54536.html</link>
			<pubDate>Sat, 23 Jun 2018 16:12:53 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-54536.html</guid>
			<description><![CDATA[Sorry to be posting every day about new issues but this one is easily the worst for me as I really want to use this feature.<br />
<br />
There's an old screenshot for original Amnesia of the cistern entrance flooded and I wanted to use that so I have done exactly that. However, when walking on the platform above, it still makes the water walking / running sounds. To understand what I'm stating: <a href="https://www.youtube.com/watch?v=9rCmOdgOhKU" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=9rCmOdgOhKU</a><br />
<br />
I also have two script areas to toggle the liquid area, here it is:<br />
<br />
AddEntityCollideCallback("Player", "AreaToggleWater", "CollideToggleWater", false, 1);<br />
AddEntityCollideCallback("Player", "AreaToggleWater_1", "CollideToggleWater_1", false, 1);<br />
<br />
//---------------------------------------------------------------------------------------------------------------------<br />
<br />
/*Toggle Water<br />
 */<br />
void CollideToggleWater(string &amp;in asParent, string &amp;in asChild, int alState)<br />
{<br />
if(GetLocalVarInt("PlayerInWater")==0) return; <br />
SetLocalVarInt("PlayerInWater",0);<br />
<br />
SetEntityActive("LiquidArea_1", false);<br />
<br />
SetEntityPos("LiquidArea_1", -4.994, -0.91, 50.263); //To move it away from map for safety<br />
<br />
AddDebugMessage("OUT WATER", false);<br />
}<br />
<br />
void CollideToggleWater_1(string &amp;in asParent, string &amp;in asChild, int alState)<br />
{<br />
if(GetLocalVarInt("PlayerInWater")==1) return; <br />
SetLocalVarInt("PlayerInWater",1);<br />
<br />
SetEntityActive("LiquidArea_1", true);<br />
<br />
SetEntityPos("LiquidArea_1", -4.994, -0.91, 0.263); //To move it back to map for safety<br />
<br />
AddDebugMessage("IN WATER", false);<br />
}]]></description>
			<content:encoded><![CDATA[Sorry to be posting every day about new issues but this one is easily the worst for me as I really want to use this feature.<br />
<br />
There's an old screenshot for original Amnesia of the cistern entrance flooded and I wanted to use that so I have done exactly that. However, when walking on the platform above, it still makes the water walking / running sounds. To understand what I'm stating: <a href="https://www.youtube.com/watch?v=9rCmOdgOhKU" target="_blank" rel="noopener" class="mycode_url">https://www.youtube.com/watch?v=9rCmOdgOhKU</a><br />
<br />
I also have two script areas to toggle the liquid area, here it is:<br />
<br />
AddEntityCollideCallback("Player", "AreaToggleWater", "CollideToggleWater", false, 1);<br />
AddEntityCollideCallback("Player", "AreaToggleWater_1", "CollideToggleWater_1", false, 1);<br />
<br />
//---------------------------------------------------------------------------------------------------------------------<br />
<br />
/*Toggle Water<br />
 */<br />
void CollideToggleWater(string &amp;in asParent, string &amp;in asChild, int alState)<br />
{<br />
if(GetLocalVarInt("PlayerInWater")==0) return; <br />
SetLocalVarInt("PlayerInWater",0);<br />
<br />
SetEntityActive("LiquidArea_1", false);<br />
<br />
SetEntityPos("LiquidArea_1", -4.994, -0.91, 50.263); //To move it away from map for safety<br />
<br />
AddDebugMessage("OUT WATER", false);<br />
}<br />
<br />
void CollideToggleWater_1(string &amp;in asParent, string &amp;in asChild, int alState)<br />
{<br />
if(GetLocalVarInt("PlayerInWater")==1) return; <br />
SetLocalVarInt("PlayerInWater",1);<br />
<br />
SetEntityActive("LiquidArea_1", true);<br />
<br />
SetEntityPos("LiquidArea_1", -4.994, -0.91, 0.263); //To move it back to map for safety<br />
<br />
AddDebugMessage("IN WATER", false);<br />
}]]></content:encoded>
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	</channel>
</rss>