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	<channel>
		<title><![CDATA[Frictional Games Forum (read-only) - Development Support]]></title>
		<link>https://www.frictionalgames.com/forum/</link>
		<description><![CDATA[Frictional Games Forum (read-only) - https://www.frictionalgames.com/forum]]></description>
		<pubDate>Wed, 04 Nov 2026 15:41:21 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[AddEntityCollideCallback help]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56810.html</link>
			<pubDate>Sat, 10 Oct 2020 23:33:34 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56810.html</guid>
			<description><![CDATA[I'm having some issues here. I trying to set up a script area so when the player walks into it, a sound plays to scare the player. <br />
<br />
this is the script segments to it.<br />
<br />
If I've buggered something up, I'd appreciate the help to fix it as I'm still trying to get to grips with this stuff.<br />
<br />
AddEntityCollideCallback("Player", "BangDoor", "BangDoorScare", true);<br />
<br />
void BangDoorScare ()<br />
{<br />
   PlaySoundAtEntity("", "scare_slam_door.snt", "pitdoor", 0, false);<br />
}]]></description>
			<content:encoded><![CDATA[I'm having some issues here. I trying to set up a script area so when the player walks into it, a sound plays to scare the player. <br />
<br />
this is the script segments to it.<br />
<br />
If I've buggered something up, I'd appreciate the help to fix it as I'm still trying to get to grips with this stuff.<br />
<br />
AddEntityCollideCallback("Player", "BangDoor", "BangDoorScare", true);<br />
<br />
void BangDoorScare ()<br />
{<br />
   PlaySoundAtEntity("", "scare_slam_door.snt", "pitdoor", 0, false);<br />
}]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Script for ambient music]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56804.html</link>
			<pubDate>Mon, 05 Oct 2020 02:27:54 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56804.html</guid>
			<description><![CDATA[I have quite a beginner question. I'm working on a map and want to add ambient music to it (don't want a dead silent map now do I?) but I'm having no luck finding a script for it.<br />
Any help appreciated.]]></description>
			<content:encoded><![CDATA[I have quite a beginner question. I'm working on a map and want to add ambient music to it (don't want a dead silent map now do I?) but I'm having no luck finding a script for it.<br />
Any help appreciated.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Trying to break a breakable box with a crowbar]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56798.html</link>
			<pubDate>Sat, 26 Sep 2020 10:19:50 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56798.html</guid>
			<description><![CDATA[Was trying to make a breaking script<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>void OnStart()<br />
     {<br />
void AddUseItemCallback("", "crowbar", "healbox_1", "BreakBox", true);<br />
<br />
}<br />
<br />
void BreakBox(string&amp; asName, string&amp; asEntity);<br />
<br />
{<br />
SetPropHealth("healbox_1", "0");<br />
}</code></div></div><br />
 but it says the open token is unexpected.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>FATAL ERROR: Could not load script file<br />
'custom_stories/labstory/maps/00_scripttest.hps'!<br />
main (12,1): ERR : Unexpected token ‘{'</code></div></div><br />
The healbox_1 is a common wood_box02_breakable.ent.<br />
<br />
Are there any more proper ways of doing this if it's too wrong?]]></description>
			<content:encoded><![CDATA[Was trying to make a breaking script<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>void OnStart()<br />
     {<br />
void AddUseItemCallback("", "crowbar", "healbox_1", "BreakBox", true);<br />
<br />
}<br />
<br />
void BreakBox(string&amp; asName, string&amp; asEntity);<br />
<br />
{<br />
SetPropHealth("healbox_1", "0");<br />
}</code></div></div><br />
 but it says the open token is unexpected.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>FATAL ERROR: Could not load script file<br />
'custom_stories/labstory/maps/00_scripttest.hps'!<br />
main (12,1): ERR : Unexpected token ‘{'</code></div></div><br />
The healbox_1 is a common wood_box02_breakable.ent.<br />
<br />
Are there any more proper ways of doing this if it's too wrong?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[AAMFP Static Objects Glitch]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56792.html</link>
			<pubDate>Sun, 30 Aug 2020 05:30:33 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56792.html</guid>
			<description><![CDATA[Good day.<br />
<br />
I am working with AAMFP static objects and now i am converting some of these into entities. I faced a problem with one of the objects. For some reason one of the parts of the mesh is placed incorrectly.<br />
<br />
That's how it looks in LEVEL editor:<br />
<a href="https://ibb.co/j3vcfRs" target="_blank" rel="noopener" class="mycode_url">https://ibb.co/j3vcfRs</a><br />
<br />
Everything is good in model editor though:<br />
<a href="https://ibb.co/LNPf14Y" target="_blank" rel="noopener" class="mycode_url">https://ibb.co/LNPf14Y</a><br />
<br />
As i already figured out the problem seems to be not in the attaching meshes to bodies since in that kind of problem it usually shows incorrectly only in-game, not in the editors. Any thoughts?<br />
<br />
<br />
P.S: Is the forum dead? Noone wrote a single article after my previous post <img src="https://www.frictionalgames.com/forum/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />]]></description>
			<content:encoded><![CDATA[Good day.<br />
<br />
I am working with AAMFP static objects and now i am converting some of these into entities. I faced a problem with one of the objects. For some reason one of the parts of the mesh is placed incorrectly.<br />
<br />
That's how it looks in LEVEL editor:<br />
<a href="https://ibb.co/j3vcfRs" target="_blank" rel="noopener" class="mycode_url">https://ibb.co/j3vcfRs</a><br />
<br />
Everything is good in model editor though:<br />
<a href="https://ibb.co/LNPf14Y" target="_blank" rel="noopener" class="mycode_url">https://ibb.co/LNPf14Y</a><br />
<br />
As i already figured out the problem seems to be not in the attaching meshes to bodies since in that kind of problem it usually shows incorrectly only in-game, not in the editors. Any thoughts?<br />
<br />
<br />
P.S: Is the forum dead? Noone wrote a single article after my previous post <img src="https://www.frictionalgames.com/forum/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Removing Lantern model]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56781.html</link>
			<pubDate>Sat, 25 Jul 2020 04:01:28 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56781.html</guid>
			<description><![CDATA[Hey! Is there a way to remove(or i think i should say "hide" instead) player lantern model so it works similar way like flashlight in SOMA?]]></description>
			<content:encoded><![CDATA[Hey! Is there a way to remove(or i think i should say "hide" instead) player lantern model so it works similar way like flashlight in SOMA?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Trying to allow rock to be grabbed but not moved]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56778.html</link>
			<pubDate>Sat, 20 Jun 2020 21:45:11 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56778.html</guid>
			<description><![CDATA[Hi guys,<br />
<br />
I'm trying to set a rock as "stuck" in between two cog wheels. I want the player to be able to grab the rock, but not actually move it. Right now I have the rock placed between the two cogs. How would I go about doing this?]]></description>
			<content:encoded><![CDATA[Hi guys,<br />
<br />
I'm trying to set a rock as "stuck" in between two cog wheels. I want the player to be able to grab the rock, but not actually move it. Right now I have the rock placed between the two cogs. How would I go about doing this?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[PlaySoundAtEntity not working]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56777.html</link>
			<pubDate>Tue, 16 Jun 2020 19:46:51 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56777.html</guid>
			<description><![CDATA[I am having trouble with getting the PlaySoundAtEntity script. when I enter an the area, the script    PlaySoundAtEntity("", "react_pant1.ogg", "Player", 1.0f, false);  is not working. I know the script area I have works because everything else in Brute_Spawn_01 works. It's just the sound script that won't work. What am I doing wrong?<br />
<br />
void OnStart()<br />
{  <br />
<br />
    PlayMusic("04_amb.ogg", true, 1, 2, 0, true);<br />
 <br />
  AddEntityCollideCallback("Player", "AreaCollide01", "Brute_Spawn_01", true, 1);<br />
  <br />
ShowEnemyPlayerPosition("Brute01");<br />
<br />
  RemoveTimer("StopPlayerLookAt");<br />
  <br />
AddUseItemCallback("", "Key01", "LevelWood", "UnlockDoor", true);<br />
  <br />
}<br />
<br />
<br />
 void UnlockDoor(string &amp;in asItem, string &amp;in asEntity)<br />
 {<br />
<br />
PlaySoundAtEntity("", "unlock_door.ogg", "LevelWood", 1.0f, false);<br />
 <br />
SetLevelDoorLocked("LevelWood", false);<br />
 <br />
RemoveItem("Key01");<br />
 <br />
 }<br />
<br />
<br />
 void Brute_Spawn_01(string &amp;in asParent, string &amp;in asChild, int alState)<br />
 {  <br />
 <br />
SetEntityActive("Brute01", true);<br />
 <br />
StartPlayerLookAt("Brute01", 10.0f, 10.0f, "");<br />
  <br />
AddTimer("", 1.0f, "StopPlayerLookAt"); <br />
<br />
PlaySoundAtEntity("", "react_pant1.ogg", "Player", 1.0f, false);<br />
<br />
SetPlayerSanity(75.0f);<br />
<br />
 }<br />
 <br />
 <br />
 void StopPlayerLookAt(string &amp;in asTimer)<br />
 {<br />
 <br />
StopPlayerLookAt();<br />
<br />
 }]]></description>
			<content:encoded><![CDATA[I am having trouble with getting the PlaySoundAtEntity script. when I enter an the area, the script    PlaySoundAtEntity("", "react_pant1.ogg", "Player", 1.0f, false);  is not working. I know the script area I have works because everything else in Brute_Spawn_01 works. It's just the sound script that won't work. What am I doing wrong?<br />
<br />
void OnStart()<br />
{  <br />
<br />
    PlayMusic("04_amb.ogg", true, 1, 2, 0, true);<br />
 <br />
  AddEntityCollideCallback("Player", "AreaCollide01", "Brute_Spawn_01", true, 1);<br />
  <br />
ShowEnemyPlayerPosition("Brute01");<br />
<br />
  RemoveTimer("StopPlayerLookAt");<br />
  <br />
AddUseItemCallback("", "Key01", "LevelWood", "UnlockDoor", true);<br />
  <br />
}<br />
<br />
<br />
 void UnlockDoor(string &amp;in asItem, string &amp;in asEntity)<br />
 {<br />
<br />
PlaySoundAtEntity("", "unlock_door.ogg", "LevelWood", 1.0f, false);<br />
 <br />
SetLevelDoorLocked("LevelWood", false);<br />
 <br />
RemoveItem("Key01");<br />
 <br />
 }<br />
<br />
<br />
 void Brute_Spawn_01(string &amp;in asParent, string &amp;in asChild, int alState)<br />
 {  <br />
 <br />
SetEntityActive("Brute01", true);<br />
 <br />
StartPlayerLookAt("Brute01", 10.0f, 10.0f, "");<br />
  <br />
AddTimer("", 1.0f, "StopPlayerLookAt"); <br />
<br />
PlaySoundAtEntity("", "react_pant1.ogg", "Player", 1.0f, false);<br />
<br />
SetPlayerSanity(75.0f);<br />
<br />
 }<br />
 <br />
 <br />
 void StopPlayerLookAt(string &amp;in asTimer)<br />
 {<br />
 <br />
StopPlayerLookAt();<br />
<br />
 }]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Attaching script areas to doors?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56768.html</link>
			<pubDate>Thu, 30 Apr 2020 08:05:41 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56768.html</guid>
			<description><![CDATA[Good *daytime*, folks! <br />
<br />
There is a certain problem i've encountered. I have an area that perfectly matches the body of a door, and is placed right in one. The thing it works good until i, obviously, open this door so they don't match anymore. Script would have worked perfectly if only "GetEntitiesCollide" worked with player, but it doesn't so i am forced to replace it with colliding with areas. Any ideas how to solve that problem?]]></description>
			<content:encoded><![CDATA[Good *daytime*, folks! <br />
<br />
There is a certain problem i've encountered. I have an area that perfectly matches the body of a door, and is placed right in one. The thing it works good until i, obviously, open this door so they don't match anymore. Script would have worked perfectly if only "GetEntitiesCollide" worked with player, but it doesn't so i am forced to replace it with colliding with areas. Any ideas how to solve that problem?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[EntityCollideCallback not working]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56766.html</link>
			<pubDate>Wed, 22 Apr 2020 06:39:47 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56766.html</guid>
			<description><![CDATA[Hi,<br />
<br />
I was wondering if anyone could help me with a problem in my script file. I wanted to add a collidecallback between the player and a scriptarea that results in the players death. However, after all my hard work. Testing it didn't give promising results. When the player interacts with the scriptarea nothing happens! Can somebody help me out? here is my script:<br />
<br />
/////SOME EXPLANATION: <br />
<br />
upon entering the area, the screen should fade out, the player shouldn't be in control anymore, and a timer is added which ultimately scripts for the dead of the player. But nothing happens. I've already checked the name of the scriptarea in the .map file, and that is correct.<br />
<br />
There are a whole bunch of other things in this script file that I removed, like multiple collidecallbacks, teleportarea's, interactcallbacks etc. on the start of the map, they all work fine. But for now they are removed to not make this an endless post of scripttext.//////////<br />
<br />
void OnStart()<br />
{ <br />
<br />
AddEntityCollideCallback("Player", "AreaDrown", "DrownDeath", false, 1);<br />
}<br />
<br />
<br />
<br />
void Drowndeath(string &amp;in asParent, string &amp;in asChild, int alState)<br />
{<br />
SetPlayerActive(false);<br />
FadeOut(1);<br />
AddTimer("Deathtimer", 1.5, "YourDeath");<br />
}<br />
<br />
void YourDeath(string &amp;in asTimer)<br />
{<br />
SetDeathHint("DeadHints", "Drowned");<br />
DisableDeathStartSound();<br />
AddPlayerHealth(-200);<br />
<br />
}]]></description>
			<content:encoded><![CDATA[Hi,<br />
<br />
I was wondering if anyone could help me with a problem in my script file. I wanted to add a collidecallback between the player and a scriptarea that results in the players death. However, after all my hard work. Testing it didn't give promising results. When the player interacts with the scriptarea nothing happens! Can somebody help me out? here is my script:<br />
<br />
/////SOME EXPLANATION: <br />
<br />
upon entering the area, the screen should fade out, the player shouldn't be in control anymore, and a timer is added which ultimately scripts for the dead of the player. But nothing happens. I've already checked the name of the scriptarea in the .map file, and that is correct.<br />
<br />
There are a whole bunch of other things in this script file that I removed, like multiple collidecallbacks, teleportarea's, interactcallbacks etc. on the start of the map, they all work fine. But for now they are removed to not make this an endless post of scripttext.//////////<br />
<br />
void OnStart()<br />
{ <br />
<br />
AddEntityCollideCallback("Player", "AreaDrown", "DrownDeath", false, 1);<br />
}<br />
<br />
<br />
<br />
void Drowndeath(string &amp;in asParent, string &amp;in asChild, int alState)<br />
{<br />
SetPlayerActive(false);<br />
FadeOut(1);<br />
AddTimer("Deathtimer", 1.5, "YourDeath");<br />
}<br />
<br />
void YourDeath(string &amp;in asTimer)<br />
{<br />
SetDeathHint("DeadHints", "Drowned");<br />
DisableDeathStartSound();<br />
AddPlayerHealth(-200);<br />
<br />
}]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Certain Entities are unscriptable?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56757.html</link>
			<pubDate>Thu, 09 Apr 2020 00:58:38 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56757.html</guid>
			<description><![CDATA[I do an interact callback between an in-game area script and a function that sets invisible the mesh of a book pile. thats what its supposed to do at least. But nothing happens, and there are no errors telling me what I could've done wrong. Ive quadruple checked all names and everything is consistent. Just the entity doesn't go anywhere, dissapear, or anything. Only the sound plays.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>void OnStart()<br />
{  <br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityPlayerInteractCallback("ScriptInteract", "OnInteract", true);<br />
}<br />
<br />
void OnInteract(string &amp;in asEntity)<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;PlaySoundAtEntity("", "BookSlide.snt", "Player", 0, false);<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityPos("BookPile1", 3000, 3000, 3000);<br />
<br />
//set entity pos was after I tried set mesh invisble and deactivate entity. Still nothing.<br />
<br />
<br />
<br />
}</code></div></div><br />
<br />
<img src="https://www.frictionalgames.com/forum/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
&nbsp;&nbsp;<a href="attachment.php?aid=6845" target="_blank" title="">Editor.JPG</a> (Size: 107.96 KB / Downloads: 440)
]]></description>
			<content:encoded><![CDATA[I do an interact callback between an in-game area script and a function that sets invisible the mesh of a book pile. thats what its supposed to do at least. But nothing happens, and there are no errors telling me what I could've done wrong. Ive quadruple checked all names and everything is consistent. Just the entity doesn't go anywhere, dissapear, or anything. Only the sound plays.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>void OnStart()<br />
{  <br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityPlayerInteractCallback("ScriptInteract", "OnInteract", true);<br />
}<br />
<br />
void OnInteract(string &amp;in asEntity)<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;PlaySoundAtEntity("", "BookSlide.snt", "Player", 0, false);<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityPos("BookPile1", 3000, 3000, 3000);<br />
<br />
//set entity pos was after I tried set mesh invisble and deactivate entity. Still nothing.<br />
<br />
<br />
<br />
}</code></div></div><br />
<br />
<img src="https://www.frictionalgames.com/forum/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
&nbsp;&nbsp;<a href="attachment.php?aid=6845" target="_blank" title="">Editor.JPG</a> (Size: 107.96 KB / Downloads: 440)
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SetEntityPlayerLookAtCallback issues]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56755.html</link>
			<pubDate>Mon, 06 Apr 2020 23:57:56 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56755.html</guid>
			<description><![CDATA[I do two callbacks, one inside the other. In onstart I do an interact callback<br />
between the player and the door which then leads to a look at call back between the player and the Brute enemy. The callback is ignored and the brute begins pursuit without being looked at.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>void OnInteractDoor()<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityPlayerLookAtCallback("Brute", "ActivateBrute", true);<br />
}<br />
<br />
<br />
void Onstart()<br />
{<br />
&nbsp;&nbsp; SetEntityPlayerInteractCallback("Door", "OnInteractDoor", true);<br />
}<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
<br />
void ActivateBrute(string &amp;in asEntity, int alState)<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive(asEntity, true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;ShowEnemyPlayerPosition(asEntity);<br />
}</code></div></div>.]]></description>
			<content:encoded><![CDATA[I do two callbacks, one inside the other. In onstart I do an interact callback<br />
between the player and the door which then leads to a look at call back between the player and the Brute enemy. The callback is ignored and the brute begins pursuit without being looked at.<br />
<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>void OnInteractDoor()<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityPlayerLookAtCallback("Brute", "ActivateBrute", true);<br />
}<br />
<br />
<br />
void Onstart()<br />
{<br />
&nbsp;&nbsp; SetEntityPlayerInteractCallback("Door", "OnInteractDoor", true);<br />
}<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
<br />
void ActivateBrute(string &amp;in asEntity, int alState)<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;SetEntityActive(asEntity, true);<br />
&nbsp;&nbsp;&nbsp;&nbsp;ShowEnemyPlayerPosition(asEntity);<br />
}</code></div></div>.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How to turn Amnesia into a?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56752.html</link>
			<pubDate>Tue, 31 Mar 2020 15:21:41 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56752.html</guid>
			<description><![CDATA[I want to turn Amnesia into a point and click adventure so my question is how do I make it so the player is only allowed to either use the mouse or only look to the left and right, up and down and not 360 degrees and not be able to walk, crouch etc.?]]></description>
			<content:encoded><![CDATA[I want to turn Amnesia into a point and click adventure so my question is how do I make it so the player is only allowed to either use the mouse or only look to the left and right, up and down and not 360 degrees and not be able to walk, crouch etc.?]]></content:encoded>
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			<title><![CDATA[[FIXED]Customstory imgfile won't show up in game.]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56714.html</link>
			<pubDate>Tue, 21 Jan 2020 21:43:51 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56714.html</guid>
			<description><![CDATA[Hi everyone, I'm very new to making custom stories for amnesia, so this might be a stupid question.<br />
<br />
So in my custom_story_settings I wanted to have an ImgFile.<br />
I just took a picture of a skull and named it customstory.<br />
But when I put it in my custom_story_settings as 'ImgFile = "customstory.jpg" ' it didn't show up in game.<br />
<br />
Does anyone know how to fix this?]]></description>
			<content:encoded><![CDATA[Hi everyone, I'm very new to making custom stories for amnesia, so this might be a stupid question.<br />
<br />
So in my custom_story_settings I wanted to have an ImgFile.<br />
I just took a picture of a skull and named it customstory.<br />
But when I put it in my custom_story_settings as 'ImgFile = "customstory.jpg" ' it didn't show up in game.<br />
<br />
Does anyone know how to fix this?]]></content:encoded>
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			<title><![CDATA[Game does not recognize inventory.hps file]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56578.html</link>
			<pubDate>Fri, 08 Nov 2019 19:55:59 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56578.html</guid>
			<description><![CDATA[When trying to combine both items, the game does not seem to combine both items at all, nor give out a debug message.<br />
I can post in the Code here and let me know what the problem is, thanks. I tried multiple ways to fix it but none worked so far.<br />
And yeah, the items in game have the same name as what is put into the code. It does not combine the items whatsoever. Nothing functions. The file is also placed in the same folder of the map and hps file.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>void OnGameStart()<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;AddCombineCallback("", "HammerPiece_1", "HammerPiece2_1", "GetFullHammer", true);<br />
}<br />
<br />
void GetFullHammer(string &amp;in asItemA, string &amp;in asItemB)<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;GiveItem("Hammer", "stone_hammer.ent", "FullHammer", "stone_hammer.tga", 1);<br />
&nbsp;&nbsp;&nbsp;&nbsp;PlayGuiSound("make_hammer", 1);<br />
&nbsp;&nbsp;&nbsp;&nbsp;RemoveItem(asItemA);<br />
&nbsp;&nbsp;&nbsp;&nbsp;RemoveItem(asItemB);<br />
}</code></div></div>]]></description>
			<content:encoded><![CDATA[When trying to combine both items, the game does not seem to combine both items at all, nor give out a debug message.<br />
I can post in the Code here and let me know what the problem is, thanks. I tried multiple ways to fix it but none worked so far.<br />
And yeah, the items in game have the same name as what is put into the code. It does not combine the items whatsoever. Nothing functions. The file is also placed in the same folder of the map and hps file.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>void OnGameStart()<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;AddCombineCallback("", "HammerPiece_1", "HammerPiece2_1", "GetFullHammer", true);<br />
}<br />
<br />
void GetFullHammer(string &amp;in asItemA, string &amp;in asItemB)<br />
{<br />
&nbsp;&nbsp;&nbsp;&nbsp;GiveItem("Hammer", "stone_hammer.ent", "FullHammer", "stone_hammer.tga", 1);<br />
&nbsp;&nbsp;&nbsp;&nbsp;PlayGuiSound("make_hammer", 1);<br />
&nbsp;&nbsp;&nbsp;&nbsp;RemoveItem(asItemA);<br />
&nbsp;&nbsp;&nbsp;&nbsp;RemoveItem(asItemB);<br />
}</code></div></div>]]></content:encoded>
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			<title><![CDATA[Three levers to open a slide door]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56555.html</link>
			<pubDate>Wed, 30 Oct 2019 23:00:59 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56555.html</guid>
			<description><![CDATA[Hello. I'm trying to make a script so that once three levers (lever_simple01) are pulled on a map, a slide door (safety_normal_vert) is opened. Does someone know how to make a script like that? Any help is appreciated.]]></description>
			<content:encoded><![CDATA[Hello. I'm trying to make a script so that once three levers (lever_simple01) are pulled on a map, a slide door (safety_normal_vert) is opened. Does someone know how to make a script like that? Any help is appreciated.]]></content:encoded>
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			<title><![CDATA[LANG File does not work or I am stupid]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56549.html</link>
			<pubDate>Wed, 23 Oct 2019 19:08:38 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56549.html</guid>
			<description><![CDATA[Hello! I have tried for Hours now to just get one message to pop up when I enter a script area. I can't do it, I am losing my mind. What is wrong with these? Please help.<br />
<br />
<br />
LANG FILE<br />
<div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Spoiler below!</b> <input type="button" value="Click to show" style="width:75px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Click to hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Click to show'; }"><br />
</div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
&lt;LANGUAGE&gt;<br />
&lt;CATEGORY Name="CustomStoryMain"&gt;<br />
&lt;Entry Name="Description"&gt;<br />
ADD DESCRIPTION LATER<br />
&lt;/Entry&gt;<br />
&lt;/CATEGORY&gt;<br />
<br />
<br />
&lt;CATEGORY Name="Messages"&gt;<br />
<br />
&lt;Entry Name="LanternReminder"&gt;It's quite dark. I should find a light source to bring with me&lt;/Entry&gt;<br />
<br />
&lt;/CATEGORY&gt;<br />
<br />
<br />
&lt;CATEGORY Name="Inventory"&gt;<br />
<br />
&lt;/CATEGORY&gt;<br />
<br />
&lt;/LANGUAGE&gt;<br />
</div>
</div>
</div>
<br />
HPS File<br />
<div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Spoiler below!</b> <input type="button" value="Click to show" style="width:75px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Click to hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Click to show'; }"><br />
</div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
void OnEnter()<br />
{<br />
    FadeOut(0.0f);<br />
<br />
    FadeIn(5.0f);<br />
}<br />
<br />
void OnStart()<br />
{<br />
AddEntityCollideCallback("Player", "LanternBlock", "LanternDarkMessage", true, 1);<br />
<br />
}<br />
<br />
void LanternDarkMessage(string &amp;in entity)<br />
{<br />
SetMessage("Messages", "LanternReminder", 4);<br />
<br />
}<br />
<br />
void OnLeave()<br />
{<br />
<br />
}<br />
</div>
</div>
</div>]]></description>
			<content:encoded><![CDATA[Hello! I have tried for Hours now to just get one message to pop up when I enter a script area. I can't do it, I am losing my mind. What is wrong with these? Please help.<br />
<br />
<br />
LANG FILE<br />
<div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Spoiler below!</b> <input type="button" value="Click to show" style="width:75px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Click to hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Click to show'; }"><br />
</div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
&lt;LANGUAGE&gt;<br />
&lt;CATEGORY Name="CustomStoryMain"&gt;<br />
&lt;Entry Name="Description"&gt;<br />
ADD DESCRIPTION LATER<br />
&lt;/Entry&gt;<br />
&lt;/CATEGORY&gt;<br />
<br />
<br />
&lt;CATEGORY Name="Messages"&gt;<br />
<br />
&lt;Entry Name="LanternReminder"&gt;It's quite dark. I should find a light source to bring with me&lt;/Entry&gt;<br />
<br />
&lt;/CATEGORY&gt;<br />
<br />
<br />
&lt;CATEGORY Name="Inventory"&gt;<br />
<br />
&lt;/CATEGORY&gt;<br />
<br />
&lt;/LANGUAGE&gt;<br />
</div>
</div>
</div>
<br />
HPS File<br />
<div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Spoiler below!</b> <input type="button" value="Click to show" style="width:75px;font-size:10px;margin:0px;padding:0px;" onClick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Click to hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Click to show'; }"><br />
</div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
void OnEnter()<br />
{<br />
    FadeOut(0.0f);<br />
<br />
    FadeIn(5.0f);<br />
}<br />
<br />
void OnStart()<br />
{<br />
AddEntityCollideCallback("Player", "LanternBlock", "LanternDarkMessage", true, 1);<br />
<br />
}<br />
<br />
void LanternDarkMessage(string &amp;in entity)<br />
{<br />
SetMessage("Messages", "LanternReminder", 4);<br />
<br />
}<br />
<br />
void OnLeave()<br />
{<br />
<br />
}<br />
</div>
</div>
</div>]]></content:encoded>
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			<title><![CDATA[Changing the material of an entity]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56488.html</link>
			<pubDate>Thu, 12 Sep 2019 15:30:35 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56488.html</guid>
			<description><![CDATA[So I was playing around in the model editor and found out that you can change or add a "submesh" for an entity (picture here <a href="https://imgur.com/a/YRjkxQx" target="_blank" rel="noopener" class="mycode_url">https://imgur.com/a/YRjkxQx</a>)<br />
The only problem is that while it shows the chosen material on the model in the modeleditor, it resets to the default material of the model in-game and in the model test menu. Is there a way to change a model's material this way or is it just a waste or time?]]></description>
			<content:encoded><![CDATA[So I was playing around in the model editor and found out that you can change or add a "submesh" for an entity (picture here <a href="https://imgur.com/a/YRjkxQx" target="_blank" rel="noopener" class="mycode_url">https://imgur.com/a/YRjkxQx</a>)<br />
The only problem is that while it shows the chosen material on the model in the modeleditor, it resets to the default material of the model in-game and in the model test menu. Is there a way to change a model's material this way or is it just a waste or time?]]></content:encoded>
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		<item>
			<title><![CDATA[Can HPL2 Scripts use AngelScript's import keyword?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56445.html</link>
			<pubDate>Fri, 02 Aug 2019 19:04:28 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56445.html</guid>
			<description><![CDATA[AngelScript has the usage <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>import void MyFunction(int a, int b) from "Another module";</code></div></div><br />
in their <a href="https://www.angelcode.com/angelscript/sdk/docs/manual/doc_global_import.html" target="_blank" rel="noopener" class="mycode_url">documention</a>, this doesn't work in Amnesia, but it also doesn't exactly crash it either, giving me hope if there is a way to make it work. HPL3 seems to have #include, but does HPL2 have anything similar?]]></description>
			<content:encoded><![CDATA[AngelScript has the usage <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>import void MyFunction(int a, int b) from "Another module";</code></div></div><br />
in their <a href="https://www.angelcode.com/angelscript/sdk/docs/manual/doc_global_import.html" target="_blank" rel="noopener" class="mycode_url">documention</a>, this doesn't work in Amnesia, but it also doesn't exactly crash it either, giving me hope if there is a way to make it work. HPL3 seems to have #include, but does HPL2 have anything similar?]]></content:encoded>
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		<item>
			<title><![CDATA[How to extract .dae files from Penumbra Black Plague and put them in HPL2?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56427.html</link>
			<pubDate>Fri, 05 Jul 2019 11:17:42 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56427.html</guid>
			<description><![CDATA[You know, these files in Penumbra's files (<span style="font-style: italic;" class="mycode_i">Penumbra Black Plague\redist\maps</span>).<br />
I've heard that there are some level models in there and I really need them for my FC mod.<br />
<br />
Thanks for the help!]]></description>
			<content:encoded><![CDATA[You know, these files in Penumbra's files (<span style="font-style: italic;" class="mycode_i">Penumbra Black Plague\redist\maps</span>).<br />
I've heard that there are some level models in there and I really need them for my FC mod.<br />
<br />
Thanks for the help!]]></content:encoded>
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		<item>
			<title><![CDATA[How to build own Penumbra levels in HPL2?]]></title>
			<link>https://www.frictionalgames.com/forum/thread-56425.html</link>
			<pubDate>Wed, 03 Jul 2019 13:27:10 +0000</pubDate>
			<guid isPermaLink="false">https://www.frictionalgames.com/forum/thread-56425.html</guid>
			<description><![CDATA[So, I have this question: How to edit Penumbra levels in Amnesia?<br />
<br />
Frictional Games when they were developing Penumbra, didn't have a Level Editor, so they made whole levels as one static object (model). And I'm now asking you, are there any wall models like in Amnesia or Soma, so I can make my own levels?<br />
<br />
Thanks.  <img src="https://www.frictionalgames.com/forum/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />]]></description>
			<content:encoded><![CDATA[So, I have this question: How to edit Penumbra levels in Amnesia?<br />
<br />
Frictional Games when they were developing Penumbra, didn't have a Level Editor, so they made whole levels as one static object (model). And I'm now asking you, are there any wall models like in Amnesia or Soma, so I can make my own levels?<br />
<br />
Thanks.  <img src="https://www.frictionalgames.com/forum/images/smilies/biggrin.gif" alt="Big Grin" title="Big Grin" class="smilie smilie_4" />]]></content:encoded>
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	</channel>
</rss>