Damn I feel so stupid now : d. Thanks then, my level is now perfectly working ^^.
I find this parameter thing kinda confusing... But I guess I'll get used to it.
I'm using Geany ^^. Downloaded it a few days ago. I'm gettin used to it, I think I'll discover a few handy things about the way the software helps you about syntax later on, but right now I'm very far from knowing everything about it x).
If I remember correctly: there's a setting where you can change the language to C++ in the top bar of drop-down menus (I don't use Geany, I'm going off of one of YC's youtube videos). It colour-codes the types of "things" - strings, integers, floats, bools, etc (I don't know the right word D:).
Definitely helps with proof-reading because, if something's not the right colour, you know where the error is :D
EDIT: Looks like this in Notepad++, but Geany does something similar:
Spoiler below!
Edit: I just realized I spelled "bed sheets" wrong... I'm just full of mistakes this week! :p
(This post was last modified: 09-26-2013, 06:27 PM by CarnivorousJelly.)
Hey !
First of all, I did the Geany thinggie, it's really nice thanks for the tip =).
I'm asking for something again !
I wanted to make some statues spawn. I thought I could do as for a monster : set them to inactive, and make a callback to activate them upon coliding with an area... But when I unchecked Active, nothing happened ^^. They were still there.
So, is there a way to make the deformed_man statues disappear and reappear ?
I'm glad the Geany thingy helps :D As for your statue issue:
- It is an entity, so it should disappear (not extremely useful, I know)
- Make sure there's no map_cache files in the virtual storage, they stop changes to your map from occurring (C:\Users\YOUR USER NAME HERE\AppData\Local\VirtualStore\Program Files (x86)\Amnesia - The Dark Descent)
- Check that the name of the area in your script and the area in the level editor are the same (it is CaSe SeNsItIvE :p)
- Check that the name of the statues are the same in your script and in the level editor (also case sensitive)
- Check that the name of your script in the AddEntityCollideCallback is the same as where you call the script (also case sensitive)
- If that doesn't work, post your script here and I'll take a looksie c:
The point is, there is no script involved ><... It's just like... I set te statue to "Inactive" and it's still there. I tried to leave it active and script it Inactive in the .hps, but it didn't make any difference.
I also tried with another entity, and I had the same problem.
Sadly, I don't think it's about the map_cache, since everything else works and changes are applied u_u...
Anyway right now I did without it, I didn't like the idea of a surprise-buttsecks statue spawn jumpscare of death anyway.
Huh... I just tested with the same statue and I got the same result as you. I think it might be a 'static' entity type, which means (for whatever reason) it doesn't go active/inactive (the other ones I know of that are like this are the rows/piles of books).
I thought perhaps using the CreateEntityAtArea script would work, but it didn't exactly work out how I hoped it would; the physics for the statue were created (using physics debug mode, you can see the blocks outlining where the statue is supposed to be, and you can run into it/stand on it), but the actual statue wasn't visible. Sorry, but I don't think I have a solution for this one D: (that's a bit embarrassing).
Perhaps it's better not to use a, as you put it, "surprise-buttsecks statue spawn jumpscare of death" anyways :p
If you still want something like that though, I can reassure you that both the angel and the suit of armor can be set active/inactive :D
-Go to view<Outline and make the body the parent of the statue (polysurface, or something like that)
-Then, go to User Defined Variables. Set it to Object<Static
-Save it as "mycreepystatue" or whatever you want, note that it MUST have a different name than the original or things will happen. As I said. Save it in "YOURCS<entities<mycreepystatue (again, whatever you want)
However, keep a copy of it in the original entities folder, so you can access it from the level Editor.
THE OTHERWORLD (WIP)
Aculy iz dolan.
(This post was last modified: 09-28-2013, 11:28 AM by The chaser.)
Hello again everyone !
Since I'm kinda done with my script questions for now, I'd like to get some help on the CS itself, the lighting/atmosphere and stuff : ).
Here are two screenshots of the levels I built so far, would you please look at it and tell me what you think I can improve ?
Spoiler below!
This level is within a dream, after a very short level in the storage that I didn't build yet. Or actually i accidentally deleted half of it. Anyway, here's what the dream/hallucination looks like :
This is just a random view of the mansion, I choose this angle so you guys can see the lighting. I still have to work on my lamp lighting but I'll post screens later ^^.