victorkim890(KimmyChimmy)
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RE: Invisible AMFP meshes? (And Other Questions)
frictional games needs to update this on steam
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07-24-2014, 05:00 AM |
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DeAngelo
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RE: Invisible AMFP meshes? (And Other Questions)
Is there a way to make the text in a note/diary be centered? I'm trying to do a creepy note that has one word but it being off to the side just looks goofy.
Also, how do I go about making a custom background for a diary? I got the image, saved it as .tga, put it in my custom story folder in a folder named graphics, made a custom version of the diary page entity and changed its image to my new one. But when I look at it in game there is no background image.
(This post was last modified: 07-26-2014, 10:26 AM by DeAngelo.)
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07-26-2014, 10:06 AM |
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PutraenusAlivius
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RE: Invisible AMFP meshes? (And Other Questions)
(07-26-2014, 10:06 AM)DeAngelo Wrote: Is there a way to make the text in a note/diary be centered? I'm trying to do a creepy note that has one word but it being off to the side just looks goofy. My workaround would be making the title having the message. The description is blank.
(07-26-2014, 10:06 AM)DeAngelo Wrote: Also, how do I go about making a custom background for a diary? I got the image, saved it as .tga, put it in my custom story folder in a folder named graphics, made a custom version of the diary page entity and changed its image to my new one. But when I look at it in game there is no background image.
Follow Mudbill's tutorial. But instead just follow HOW to change the background.
"Veni, vidi, vici."
"I came, I saw, I conquered."
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07-26-2014, 12:05 PM |
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DeAngelo
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RE: Invisible AMFP meshes? (And Other Questions)
I'm trying to give the player 99 Tinderboxes but my script is only giving them one. Any ideas?
GiveItem("Tinderboxes", "tinderbox", "", "", 99);
Also, I have a main area of the game that the player goes back to each in-game day. There's different stuff you can do in the house each day. Would it be better to load the same map and have all my scripts in one hps file (using a variable to determine what day it is thus what scripts work) or would it be better to make a separate version of the map for each day?
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07-30-2014, 06:49 AM |
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PutraenusAlivius
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RE: Invisible AMFP meshes? (And Other Questions)
(07-30-2014, 06:49 AM)DeAngelo Wrote: I'm trying to give the player 99 Tinderboxes but my script is only giving them one. Any ideas?
GiveItem("Tinderboxes", "tinderbox", "", "", 99); Try using a for loop.
(07-30-2014, 06:49 AM)DeAngelo Wrote: Also, I have a main area of the game that the player goes back to each in-game day. There's different stuff you can do in the house each day. Would it be better to load the same map and have all my scripts in one hps file (using a variable to determine what day it is thus what scripts work) or would it be better to make a separate version of the map for each day?
Unless the Player doesn't mind with the constant loading screens then use separate maps. But for me I usually use global variables to determine whether it's day or not since my CS takes place in 8 days and you can go at anytime.
"Veni, vidi, vici."
"I came, I saw, I conquered."
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07-30-2014, 09:44 AM |
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DeAngelo
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RE: Invisible AMFP meshes? (And Other Questions)
Is there any way to make the Model Editor bigger like you can with the level editor?
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08-03-2014, 10:05 AM |
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Mudbill
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RE: Invisible AMFP meshes? (And Other Questions)
Edit the .cfg in Documents\HPL2
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08-03-2014, 05:24 PM |
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LikeABoss97
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RE: Invisible AMFP meshes? (And Other Questions)
If on Windows:
If on any other OS, should be similar!
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08-03-2014, 05:25 PM |
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DeAngelo
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RE: Invisible AMFP meshes? (And Other Questions)
I just wanted to say thank you to everyone who has been helping me with things. I don't reply to each answer with a thanks because I don't want to inflate this thread too much.
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08-03-2014, 06:39 PM |
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DeAngelo
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RE: Invisible AMFP meshes? (And Other Questions)
I hate double posting, but I want to bump this. I'm running into an issue. Basically I want to have wine bottles falling from the sky on a loop. I put the bottles up in the air (at different elevations so that they hit at different times) and then near the ground I have a script area and when they pass through it I start a timer (to give them time to hit and break) then run a resetprop script. But it's not working. They fall and hit once, break, vanish and then nothing. Here's the script I'm using for the sequence:
void OnStart()
{
AddEntityCollideCallback("WineFall1", "WineResetter", "ResetWine1", false, 1);
AddEntityCollideCallback("WineFall2", "WineResetter", "ResetWine2", false, 1);
AddEntityCollideCallback("WineFall3", "WineResetter", "ResetWine3", false, 1);
AddEntityCollideCallback("WineFall4", "WineResetter", "ResetWine4", false, 1);
}
void ResetWine1(string &in asParent, string &in asChild, int alState)
{
AddTimer("ResetWine1BTimer", 3, "ResetWine1B");
}
void ResetWine1B(string &in asTimer)
{
ResetProp("WineFall1");
}
void ResetWine2(string &in asParent, string &in asChild, int alState)
{
AddTimer("ResetWine2BTimer", 3, "ResetWine2B");
}
void ResetWine2B(string &in asTimer)
{
ResetProp("WineFall2");
}
void ResetWine3(string &in asParent, string &in asChild, int alState)
{
AddTimer("ResetWine3BTimer", 3, "ResetWine3B");
}
void ResetWine3B(string &in asTimer)
{
ResetProp("WineFall3");
}
void ResetWine4(string &in asParent, string &in asChild, int alState)
{
AddTimer("ResetWine4BTimer", 3, "ResetWine4B");
}
void ResetWine4B(string &in asTimer)
{
ResetProp("WineFall4");
}
Any idea what I'm doing wrong? and if this won't work, any other way to accomplish what I'm trying to do?
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08-14-2014, 08:45 PM |
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