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[SCRIPT] Beggining and ending credits 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: [SCRIPT] Beggining and ending credits help (/thread-11110.html) |
Beggining and ending credits help - Laurensman - 11-01-2011 Okay so far, i know that this Insert credits here goes into the language folder. But then, i dont know what on earth to do. After i figure this out, if someone can help me please, would be awesome. Then my custom map, is then released. So depending on how fast i get answered, there will be a new custom map up for downloading, and playing. =] And obviously same code for the begginig credits, just this Insert credits here Now problem is with this, i dont know how to activate the credits when i want them to be activated. Okay, on the last map of the story, i want it so you unlock a level door and then the story is over. Then i will be working on chapter 2. But thats how i want it to end. Anyone know how i can do that? thank you. Okay nevermind consider this solved, found a post on it. sorry. RE: Beggining and ending credits help - flamez3 - 11-01-2011 I already did it ^^ RE: Beggining and ending credits help - Laurensman - 11-01-2011 (11-01-2011, 09:27 AM)flamez3 Wrote: I already did it ^^Yep lol. But, you did a minor error. The script works and all, but i dont want the map to change after the credits, cuz then the level key just stays in the inventory. So what i did now, is i tried this, on void timer 5, i tried to just make it fade out, instead of making it just switch the map. And its not working. =[ void Timer_1(string&in asTimer) { FadeIn(0.1f); AddTimer("look02", 2.0f, "Timer_2"); } void Timer_2(string&in asTimer) { FadePlayerRollTo(0.0f, 60.0f, 60.0f); SetPlayerActive(true); SetPlayerCrouching(false); } void Timer_3(string&in asTimer) { SetMessage("Messages", "Hint1", 1.9f); AddTimer("look04", 2.0f, "Timer_4"); } void Timer_4(string&in asTimer) { SetMessage("Messages", "Hint2", 1.9f); AddTimer("look05", 2.0f, "Timer_5"); } void Timer_5(string&in asTimer) { FadeOut(0.5f); } ^^^ this is where i want it to fade out. Or do i just put the fade out part in void Timer_4. Sorry guys, new at Timers. RE: Beggining and ending credits help - flamez3 - 11-02-2011 (11-01-2011, 11:29 PM)Laurensman Wrote:Fade out, fades the screen to normal. Fade in fades the screen to black. I already did fade in in the start. Just remove item when it reaches timer_1 or something.(11-01-2011, 09:27 AM)flamez3 Wrote: I already did it ^^Yep lol. But, you did a minor error. The script works and all, but i dont want the map to change after the credits, cuz then the level key just stays in the inventory. So what i did now, is i tried this, on void timer 5, i tried to just make it fade out, instead of making it just switch the map. And its not working. =[ |