Gladoshatesyou
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Add End Credits Timer
Yo! I got a script to work where after I pick up a note entities appear and I turn around, easy. After that I set up a script for the End Credits which works, but its when I click on the note. How would I use a timer to make it like after I read the note and turn then it starts? Here is my script:
void OnStart()
{
AddUseItemCallback("", "acid_container", "padlock_acid_1", "unlock_prison_section_1", true);
SetEntityPlayerInteractCallback("notesuicide", "PickNote", true);
}
void unlock_prison_section_1(string &in asItem, string &in asEntity)
{
SetPropHealth("padlock_acid_1", 0.0f);
RemoveItem("acid_container");
SetEntityActive("padlock_acid_1", false);
}
void PickNote(string &in item)
{
SetEntityActive("Enemy1", true);
SetEntityActive("Enemy2", true);
SetEntityActive("Enemy3", true);
SetEntityActive("Enemy4", true);
SetEntityActive("Enemy5", true);
SetEntityActive("Enemy6", true);
SetEntityActive("Enemy7", true);
SetEntityActive("Enemy8", true);
SetEntityActive("Enemy9", true);
StartPlayerLookAt("Enemy5", 2.0f, 2.0f, "StopPlayerLookAt");
StartCredits("ending_alexander.ogg", false, "Ending", "MainCredits", 9000);
}
04-27-2014, 04:55 AM
PutraenusAlivius
Posting Freak
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RE: Add End Credits Timer
Spoiler below!
void OnStart () { AddUseItemCallback ( "" , "acid_container" , "padlock_acid_1" , "unlock_prison_section_1" , true ); SetEntityPlayerInteractCallback ( "notesuicide" , "PickNote" , true ); } void unlock_prison_section_1 ( string & in asItem , string & in asEntity ) { SetPropHealth ( "padlock_acid_1" , 0.0f ); RemoveItem ( "acid_container" ); SetEntityActive ( "padlock_acid_1" , false ); } void PickNote ( string & in item ) { SetEntityActive ( "Enemy1" , true ); SetEntityActive ( "Enemy2" , true ); SetEntityActive ( "Enemy3" , true ); SetEntityActive ( "Enemy4" , true ); SetEntityActive ( "Enemy5" , true ); SetEntityActive ( "Enemy6" , true ); SetEntityActive ( "Enemy7" , true ); SetEntityActive ( "Enemy8" , true ); SetEntityActive ( "Enemy9" , true ); StartPlayerLookAt ( "Enemy5" , 2.0f , 2.0f , "StopPlayerLookAt" ); AddTimer ( "StartCredit" , 5 , "StartCredits" ); //Change 5 to how many seconds you want it to last. } void StartCredits ( string & in asTimer ) { StartCredits ( "ending_alexander.ogg" , false , "Ending" , "MainCredits" , 9000 ); AddDebugMessage ( "OVER 9000!!!1!!" , false ); }
"Veni, vidi, vici."
"I came, I saw, I conquered."
04-27-2014, 05:14 AM
Gladoshatesyou
Junior Member
Posts: 20
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Joined: Apr 2014
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RE: Add End Credits Timer
(04-27-2014, 05:14 AM) SomethingRidiculous Wrote:
Spoiler below!
void OnStart () { AddUseItemCallback ( "" , "acid_container" , "padlock_acid_1" , "unlock_prison_section_1" , true ); SetEntityPlayerInteractCallback ( "notesuicide" , "PickNote" , true ); } void unlock_prison_section_1 ( string & in asItem , string & in asEntity ) { SetPropHealth ( "padlock_acid_1" , 0.0f ); RemoveItem ( "acid_container" ); SetEntityActive ( "padlock_acid_1" , false ); } void PickNote ( string & in item ) { SetEntityActive ( "Enemy1" , true ); SetEntityActive ( "Enemy2" , true ); SetEntityActive ( "Enemy3" , true ); SetEntityActive ( "Enemy4" , true ); SetEntityActive ( "Enemy5" , true ); SetEntityActive ( "Enemy6" , true ); SetEntityActive ( "Enemy7" , true ); SetEntityActive ( "Enemy8" , true ); SetEntityActive ( "Enemy9" , true ); StartPlayerLookAt ( "Enemy5" , 2.0f , 2.0f , "StopPlayerLookAt" ); AddTimer ( "StartCredit" , 5 , "StartCredits" ); //Change 5 to how many seconds you want it to last. } void StartCredits ( string & in asTimer ) { StartCredits ( "ending_alexander.ogg" , false , "Ending" , "MainCredits" , 9000 ); AddDebugMessage ( "OVER 9000!!!1!!" , false ); }
Thank you a butt munch
I appreciate it!
04-27-2014, 05:34 AM