RE: extra_english now is working, but I need help with a different script :)
(05-22-2011, 11:51 PM)XxRoCkBaNdMaNxX Wrote: Sorry for yet another double post, but where exactly can I find like tree's and grass and mountain and those sort of things?
RE: extra_english now is working, but I need help with a different script :)
(05-23-2011, 02:04 AM)Kyle Wrote:
(05-22-2011, 11:51 PM)XxRoCkBaNdMaNxX Wrote: Sorry for yet another double post, but where exactly can I find like tree's and grass and mountain and those sort of things?
Remember that creativity is greatly appreciated, so you could attempt to use something else for it.
Okay Thanks, but I can't figure out how to do the skybox (in GIMP). I found a thread about it, but I can't figure it out. Here I'll copy and paste it.
Mr. Bigzy: I'm not sure about paint.net, but for gimp, you can't simply download a jpg and convert it to a cubemap. A cubemap contains 6 different pictures, usually 6 jpgs, and you would have to put each one into your picture as a layer. Then you would have to (for gimp anyway) rename the layers to +x, -x, +y, -y, +z, and -z for it to be able to save as a cubemap. There's a template here for which x, y, and z goes where; http://www.waterpg.com/wordpress/wp-cont...folded.jpg
Once you rename the layers, simple save as dds; but when you do, the "Save:" part of the box will be available, and you select "Cubemap" to save as a cubemap. And done!
Can someone explain how to make the 6 jpgs from the image, and how to make them into layers.
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
(This post was last modified: 05-23-2011, 02:53 AM by RawkBandMan.)
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
I commented out one section (/*comment*/) that had no function, i.e it was just
{
DoStuff();
}
not
void Stuff()
{
DoStuff();
}
There's nothing calling that function and since I have no idea what you want with it, I simply commented it out. Fix that and you're good to go, I believe
Oh thanks!. Atleast I should know whats causing that problem in the future! So I can pretty much put anything there?
void GruntPathNodes
{
Stuff();
MoreStuff();
EvenMoreStuff();
}
yeah, just be sure to remember the syntax in parentheses after GruntPathNodes, depending on the callback you use.
It still doesn't work actually D:
Except instead of main (8,1) Unexpected token "{" it gives me main(10,1) Unexpected token "("
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 5.9f, "beginStory"); // Change '5.9f' to however long you want the 'unconciousness' to last
}
RE: extra_english now is working, but I need help with a different script :)
"just be sure to remember the syntax in parentheses after GruntPathNodes, depending on the callback you use." You forgot what I just said, there should be something behind GruntPathNodes
That function is useless as of now though, you have nothing calling it. Where is the servant_grunt_1 being set to active?
RE: extra_english now is working, but I need help with a different script :)
(05-23-2011, 06:35 PM)Roenlond Wrote: "just be sure to remember the syntax in parentheses after GruntPathNodes, depending on the callback you use." You forgot what I just said, there should be something behind GruntPathNodes
That function is useless as of now though, you have nothing calling it. Where is the servant_grunt_1 being set to active?
It's supposed to activate right when I spawn because (Spoiler for my Custom)
Spoiler below!
It's supposed to walk over to the cell, look at you for 3 seconds, then walk away and dissapear.
I added the () after void GruntPathNodes (So it's now void GruntPathNodes(), I'm gunna check right now to see if it works.
EDIT: Now it's giving me an error saying
No matchine signatures to AddEnemyPathNodes(Stuffhere) (It does that for each path node)
main(53,32) Expected ")" or ","
It's now worse than before, so If I'm missing anything, Help
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 5.9f, "beginStory"); // Change '5.9f' to however long you want the 'unconciousness' to last
}
RE: extra_english now is working, but I need help with a different script :)
The thing is,
void GruntPathNodes()
won't work - it will never be run but it will cause errors. The function needs to be called. So, to do it at the start, use void OnStart() or void OnEnter() - both are recognized and called when the map loads and when the player enters the map, respectively.
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 5.9f, "beginStory"); // Change '5.9f' to however long you want the 'unconciousness' to last
}
RE: extra_english now is working, but I need help with a different script :)
(05-23-2011, 07:26 PM)Roenlond Wrote: The thing is,
void GruntPathNodes()
won't work - it will never be run but it will cause errors. The function needs to be called. So, to do it at the start, use void OnStart() or void OnEnter() - both are recognized and called when the map loads and when the player enters the map, respectively.
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 5.9f, "beginStory"); // Change '5.9f' to however long you want the 'unconciousness' to last
}
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 5.9f, "beginStory"); // Change '5.9f' to however long you want the 'unconciousness' to last
}
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 5.9f, "beginStory"); // Change '5.9f' to however long you want the 'unconciousness' to last
}