Scripting, need urgent help! - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Scripting, need urgent help! (/thread-9259.html) |
RE: Scripting, need urgent help! - JenniferOrange - 07-24-2011 So far I've got this: Spoiler below!
but that will only disable the player and let the monster kill him.. I have never worked with credits before but I'm determined to figure out how for you!!!! -is on a mission- RE: Scripting, need urgent help! - JetlinerX - 07-24-2011 Thats what I want. The end of the demo is your death, but how do I make it say "The End" at least? RE: Scripting, need urgent help! - JenniferOrange - 07-24-2011 So I did some snooping and found one of Kyle's examples: Spoiler below!
He said it's meant that, when you unlock the door, the credits start. I don't know how to work credits! >.< Oh, in that case, we can use SetDeathHint(string& asTextCategory, string& asTextEntry); and have it say THE END.. but how to make it so the player doesn't spawn back to the beginning I'm clueless on. RE: Scripting, need urgent help! - JetlinerX - 07-24-2011 Uh oh. Im confused now. RE: Scripting, need urgent help! - JenniferOrange - 07-24-2011 Maybe you should post a new thread out there describing what you want, I'm sure a senior member is around to help. RE: Scripting, need urgent help! - JetlinerX - 07-24-2011 Did this: void OnStart() { AddEntityCoolideCallback("Player", "monster_death", "MonsterFunc1", true, 1); } void MonsterFunc1(string &in asParent , string &in asChild , int alState) { SetEntityActive("monster_grunt" , true); SetPlayerActive(false); } Actually work? RE: Scripting, need urgent help! - JenniferOrange - 07-24-2011 That's actually supposed to be AddEntityCollideCallback* my bad. After adding a ShowEnemyPlayerPosition, yes it did, I walked into the area, was unable to move, and the monster broke down the door and ate me. After I died the message displayed "You have to carry on.." and re-spawned me back to the start, but I still couldn't move. RE: Scripting, need urgent help! - JetlinerX - 07-24-2011 How does it know where to freeze you? RE: Scripting, need urgent help! - JenniferOrange - 07-24-2011 I added a script area right in front of the door (that's what monster_death is) and named it monster_death.. RE: Scripting, need urgent help! - DRedshot - 07-24-2011 maybe you could add a checkpoint, then when you die, make it roll the credits right away, you may have to look into checkpoints, 'cos i've never actually used them myself, but i know that they execute when you die, and can be used to set death hints. If you use notepad++ with the .hps plugins (http://wiki.frictionalgames.com/hpl2/third_party_tools/text/notepad) you should just be able to type checkpoint, and use arrow keys untill you find the right function. hope this helps yep, i found the function on the wiki: here it is: CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry); Sets a checkpoint at which the player will respawn in case he dies. Callback syntax: void MyFunc(string &in asName, int alCount) Count is 0 on the first checkpoint load! asName - the internal name asStartPos - the name of the StartPos in the editor asCallback - the function to call when the player dies/respawns asDeathHintCat - the category of the death hint message to be used in the .lang file asDeathHintEntry - the entry in the .lang file so in your case the code will go like this: Code: void OnStart() DeathHintCategory is the category name of your choice in the .lang file DeathHintEntry is the name of your choice, and the text will be "The End" in your case Credits is the category for your credits in the .lang file End is the entry for your credits also in .lang ps: I have copied some of the code above from jenniferOrange, All of the stuff after "SetPlayerActive(false);" is new stuff Hope this helps you out! |