Ending and credits - 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: Ending and credits (/thread-9338.html) Pages:
1
2
|
Ending and credits - JetlinerX - 07-24-2011 Hey all! Anyone know how I can make it so that when the player unlocks a door, a grunt will charge them, but the player is frozen, thus letting the grunt kill them (preferably with 1 hit)? Also, how do i start credits when the player dies? Finally, How in the world do I even do credits?! LOL! Thanks! RE: Ending and credits - xtron - 07-24-2011 (07-24-2011, 04:58 AM)JetlinerX Wrote: How in the world do I even do credits?! LOL! Code: StartCredits("good_song.snt", true, "Ending", "Credits", 1) extra_lang Code: <CATEGORY Name="Ending"> RE: Ending and credits - JetlinerX - 07-24-2011 Thanks so much! Is it possible to roll credits upon the death of the character by a certain monster? RE: Ending and credits - xtron - 07-24-2011 hmm....I tried alot of things but couldn't get it to work. you could try to add a timer, for example; 5seconds after monster spawns the screen fadesout. Code: Addtimer("", 5.0f, "DeathTimer"); Code: void DeathTimer (string &in AsTimer) change the "3.0f" and "5.0f" in the timers so it matches; when player hits the monster so the screen is red or something. I hope it helped. RE: Ending and credits - JetlinerX - 07-24-2011 Alright, I will try that too! Thanks man! RE: Ending and credits - Khyrpa - 07-24-2011 CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry); asCallback - the function to call when the player dies/respawns I'm not sure if you can skip the hint text with this though... RE: Ending and credits - JetlinerX - 07-24-2011 Right now, I am using this: void MonsterFunc1(string &in asParent , string &in asChild , int alState) { SetEntityActive("mrflappyjaw2" , true); SetPlayerMoveSpeedMul(0.1f); SetPlayerJumpDisabled(true); CheckPoint ("EndGame", "Player_Start", "StartCredits", "DeathHintCategory", "DeathHintEntry"); } void StartCredits(string &in asName, int alCount) { StartCredits("musicfile.ogg" , true , "Credits" , "End" , 1); } /////////////////////////// //Run when leaving map void OnLeave () { } RE: Ending and credits - Khyrpa - 07-24-2011 And does it show that DeathHintEntry text? Or does it go straight to credits when you die? RE: Ending and credits - JetlinerX - 07-24-2011 It just fades to black, no death message, and then eventually it will just say "The End" RE: Ending and credits - Khyrpa - 07-24-2011 Allright then you have something wrong with the eng_lang file thing |