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death ending - Storfigge - 01-06-2013

I'm making an ending kind of cutscene and this is what I want to happen.

You pick up a note and once you've read it you'll turn 180 degrees and see a grunt behind you, the grunt will kill you and after that the credits will roll.

As a newbie amnesia modder I'm completely clueless on how to do this Tongue so if someone could give me a good explanation on how to do it I would be very grateful Smile


RE: death ending - Damascus - 01-06-2013

I'm not sure if you know how to use the following scripts, but if you don't, I'll go into further detail:

Set a PlayerInteractCallback for the note, so that when they pick it up, the following things happen:

CheckPoint
SetPlayerActive (false)
SetEntityActive (grunt)
SetPlayerLookAt (grunt)

And put EndCredits under the checkpoint's function.


RE: death ending - The chaser - 01-07-2013

Damascus explained:

Code:
void NoteInteract (string &in asEntity) ////This is the callback assigned to the note
{
SetPlayerActive(false);
SetEntityPlayerLookAtCallback("Look_at_area", "Dacallback", true);////When the player stops reading the note, it will look to an area.
StartPlayerLookAt("Look_at_area", 1, 1, "");
}

void Dacallback(string &in asEntity, int alState)
{
StartPlayerLookAt("Look_at_area_2", 1, 1, ""); ///This is behind the grunt that will appear
SetEntityActive("Grunt", true);
ShowEnemyPlayerPosition("Grunt");
}

I think this is enough.


RE: death ending - Storfigge - 01-07-2013

(01-06-2013, 11:57 PM)Damascus Wrote: I'm not sure if you know how to use the following scripts, but if you don't, I'll go into further detail:

Set a PlayerInteractCallback for the note, so that when they pick it up, the following things happen:

CheckPoint
SetPlayerActive (false)
SetEntityActive (grunt)
SetPlayerLookAt (grunt)

And put EndCredits under the checkpoint's function.

Would appreciate if you could go into further detail ^^

Oh didn't see that The Chaser had replyed Tongue thanks alot for the help will try that out Smile though i still don't know how to do the credits after I die.


RE: death ending - Damascus - 01-07-2013

Add this into your note's callback.

CheckPoint ("", "PlayerStartArea_1", "EndGame", "[.LANG CATEGORY]", "[.LANG ENTRY]");

And add this a separate function:

void EndGame(string &in asName, int alCount)
{
StartCredits(["MUSIC FILE]", (true/false for looping music), "Ending", "Credits", 5);
}

Make sure your credits are in the Ending category under the Credits entry.


RE: death ending - FlawlessHappiness - 01-07-2013

Also... if you are ready to make it a little more advanced, you can edit the grunt to make its damage 100. Because right now, a single hit from the grunt will not kill you


RE: death ending - Storfigge - 01-07-2013

(01-07-2013, 06:47 AM)beecake Wrote: Also... if you are ready to make it a little more advanced, you can edit the grunt to make its damage 100. Because right now, a single hit from the grunt will not kill you

Yea that sounds like a good idea and one that I know how to fix to Tongue


RE: death ending - darksky - 01-07-2013

or you could just set the player health to 1 Smile


RE: death ending - Damascus - 01-07-2013

OR you could trap the player in the room. So he has to run around taking hits from the grunt until he dies. Idk all valid ideas.


RE: death ending - FlawlessHappiness - 01-07-2013

(01-07-2013, 06:20 PM)darksky Wrote: or you could just set the player health to 1 Smile

Setting the players health to one would make the screen go red and blurry, and wouldn't (I guess), not give the right feeling

(01-07-2013, 06:21 PM)Damascus Wrote: OR you could trap the player in the room. So he has to run around taking hits from the grunt until he dies. Idk all valid ideas.

A little weird ending, if you know how to avoid it, isn't it?