Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Pick Axe
ricky horror Offline
Member

Posts: 54
Threads: 8
Joined: Apr 2011
Reputation: 0
#1
Pick Axe

So in models/hand_objects theres a folder called pickaxe with the entities in it. Has anyone gotten the pickaxe working?


Attached Files
.png   pickaxe.png (Size: 72.2 KB / Downloads: 127)

Amnesia: Ricky's Horror - Full Conversion
05-02-2011, 01:03 AM
Find
xiphirx Offline
Senior Member

Posts: 662
Threads: 16
Joined: Nov 2010
Reputation: 5
#2
RE: Pick Axe

No, even if we got it to appear in game, it wouldn't function as the game doesn't have usable weapon code.

05-02-2011, 01:09 AM
Find
MrBigzy Offline
Senior Member

Posts: 616
Threads: 18
Joined: Mar 2011
Reputation: 8
#3
RE: Pick Axe

Actually, I think it does have code. The pickaxe has it's own .ho file with a defined melee type. I think the only thing preventing it from being usable is a key to activate it in-game. D:

Or maybe I'm wrong, but would be nice to have that for different mod types. Cool
05-02-2011, 03:52 AM
Find
ricky horror Offline
Member

Posts: 54
Threads: 8
Joined: Apr 2011
Reputation: 0
#4
RE: Pick Axe

(05-02-2011, 03:52 AM)MrBigzy Wrote: Actually, I think it does have code. The pickaxe has it's own .ho file with a defined melee type. I think the only thing preventing it from being usable is a key to activate it in-game. D:

Or maybe I'm wrong, but would be nice to have that for different mod types. Cool

Maybe you could mess around with that! :p Test some things out

Amnesia: Ricky's Horror - Full Conversion
05-02-2011, 03:54 AM
Find
MrBigzy Offline
Senior Member

Posts: 616
Threads: 18
Joined: Mar 2011
Reputation: 8
#5
RE: Pick Axe

That would require having the source. So don't count on it. Sad
05-02-2011, 03:55 AM
Find
csm Offline
Junior Member

Posts: 22
Threads: 0
Joined: Apr 2011
Reputation: 0
#6
RE: Pick Axe

(05-02-2011, 03:52 AM)MrBigzy Wrote: Actually, I think it does have code. The pickaxe has it's own .ho file with a defined melee type. I think the only thing preventing it from being usable is a key to activate it in-game. D:

Or maybe I'm wrong, but would be nice to have that for different mod types. Cool

<Attack Primary="MouseButton::RightMouse" Secondary="" />

I'm guessing that's what attack primary is used for in the user_keys config file. Located in your save file(s) dir.
(This post was last modified: 05-02-2011, 09:18 AM by csm.)
05-02-2011, 09:17 AM
Find
Karai16 Offline
Member

Posts: 164
Threads: 24
Joined: Apr 2011
Reputation: 0
#7
RE: Pick Axe

this is funny, I actually just saw the same thing in the models folder and wanted to post a threat about it... well, guess I don't have to now ^^

Custom stories:
Her Games (100% Complete)
Her Games, All Bugs Fixed (100% Complete)
05-02-2011, 09:41 AM
Find
MrBigzy Offline
Senior Member

Posts: 616
Threads: 18
Joined: Mar 2011
Reputation: 8
#8
RE: Pick Axe

(05-02-2011, 09:17 AM)csm Wrote:
(05-02-2011, 03:52 AM)MrBigzy Wrote: Actually, I think it does have code. The pickaxe has it's own .ho file with a defined melee type. I think the only thing preventing it from being usable is a key to activate it in-game. D:

Or maybe I'm wrong, but would be nice to have that for different mod types. Cool

<Attack Primary="MouseButton::RightMouse" Secondary="" />

I'm guessing that's what attack primary is used for in the user_keys config file. Located in your save file(s) dir.



Unfortunately, attack primary only applies to throwing items. Sad
05-02-2011, 02:14 PM
Find




Users browsing this thread: 1 Guest(s)