[SCRIPT] Adding More Than One Checkpoint spawns back to first one - 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] Adding More Than One Checkpoint spawns back to first one (/thread-14404.html) |
Adding More Than One Checkpoint spawns back to first one - heyitsrobert97 - 04-01-2012 I need Help to Remove a Checkpoint when I Reach Another Area So that I Can Create Another Checkpoint in the map. When I add the checkpoints with different names when i die it still takes me to the first checkpoint i placed, and on my map you have to progress where the doors behind you lock. and if u spawn behind a locked door you can't get back. Heres Some Of The Script ------------------------------------------------------------------------------------------------ void SetEntityActive(string &in asParent, string &in asChild, int alState)<--CALLBACK WHEN HIT SCRIPT AREA { SetEntityActive("roomonegrunt", true); ShowEnemyPlayerPosition("roomonegrunt"); CheckPoint ("", "respawn1", "", "", ""); <---- THE CHECKPOINT AND I NAMED THE START AREA 'respawn1' AddUseItemCallback("", "hallkey", "halldoor", "hallkeydoor", true); SetEntityPlayerInteractCallback("armorguy", "knightspawn", false); } ...... NEXT PART OF SCRIPT FOR CHECKPOINT ...... void hallmusicscare(string &in asParent, string &in asChild, int alState) <- HIT SCRIPT AREA { SetSwingDoorLocked("halldoor", true, true); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); CheckPoint ("", "hallspawn", "", "", ""); <--- CHECKPOINT. START AREA IS CALLED 'hallspawn' GiveSanityDamage(20.0f, false); PlayMusic("Music_03.ogg" , true, 10.0f, 2.0f, 0, true); SetMessage("halldoormessage", "message", 5.0f); SetEntityPlayerInteractCallback("frontdoor", "frontdoorlock", false); AddEntityCollideCallback("Player", "pigspawn", "pigscare", true, 1); SetEntityCallbackFunc("normalkey", "normfunc"); } THERE IS 2 MORE SCRIPTS BUT EVERYONE JUST GOES BACK TO THE FIRST ONE! ---------------------------------------------------------------------------------------------------------- ANY HELP APPRECIATED! RE: Adding More Than One Checkpoint spawns back to first one - heyitsrobert97 - 04-01-2012 I Have Found Out How To Fix It. on CHECKPOINT CheckPoint ("checkpoint1", "playerstart_2", "callback", "DeathHintCat", "DeathHintEntry"); |