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Respawn in a cell. - 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: Respawn in a cell. (/thread-18898.html) |
Respawn in a cell. - 4WalledKid - 10-23-2012 Ok so I want the player to get killed by a grunt but respawn in a cell instead of respawning in the playerstartarea_1. How do I do this? Thanks! RE: Respawn in a cell. - Robby - 10-23-2012 void CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry); string &in asName - leave this one empty, but include 2 quotation marks, like "" string &in asStartPos - The start area to go to ("StartArea_1") string &in asCallback - leave this empty unless you want something else (will clarify if you have something else in mind here) string &in asDeathHintCat string &in asDeathHintEntry -Leave these 2 empty, unless you want to give the player a hint. Like this: void CheckPoint("", "StartArea_1", "', "", ""); This has to be called in a script area, some time before the event itself (which, in turn, kills the player). If you call it after the player dies, it won't work. RE: Respawn in a cell. - 4WalledKid - 10-23-2012 (10-23-2012, 06:14 PM)Nemet Robert Wrote: void CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);What is the string &in asDeathHintCat? RE: Respawn in a cell. - Robby - 10-23-2012 The category for the Death Hint. As I said, leave that, along with Death Hint Entry empty. RE: Respawn in a cell. - The chaser - 10-23-2012 You can do this with checkpoints. But, be completely sure that the grunt kills the player or it will respawn in the cell without a reason. So: Put the Start area in the desired place-now, do this: void OnStart() { AddEntityCollideCallback(“Player”, “ScriptArea_1”, “Restart”, true, 1); } void Restart(string &in asParent, string &in asChild, int alState) { CheckPoint (“FirstCheckpoint”, “PlayerStartArea_1”, “Happening”, “DeathCategory”, “Deathtext”); } void Happening(string &in asName, int alCount) { /Stuff you want to happen after you die/ } <LANGUAGE> <CATEGORY Name=“DeathCategory”> <Entry Name=“Deathtext”>Text you want in the black screen after you die </Entry> </CATEGORY> </LANGUAGE> Aaand you're done ![]() RE: Respawn in a cell. - 4WalledKid - 10-23-2012 (10-23-2012, 06:30 PM)The chaser Wrote: You can do this with checkpoints. But, be completely sure that the grunt kills the player or it will respawn in the cell without a reason. This completely worked! thanks guys! really! ![]() |