RE: Trigger Cave In
I do have an entry for it and everything else works.
<CATEGORY Name="Credits">
<Entry Name="Ending">Thanks for playing![br][br] Hope it actually worked and you enjoyed it![br] You can skip by hitting escape or clicking
[br][br] Made by DJ Allen[br] Tools used: Amnesia level and material editors[br] Sounds used: Level editor and YouTube</Entry>
</CATEGORY>
</LANGUAGE>
Also for the fadeout timer, would this work?
void OnStart()
{
AddTimer("scare", 3, "TimerPlayerReact");
AddTimer("breath", 4.5, "TimerPlayerReact");
AddTimer("breath", 6.5, "TimerPlayerReact");
AddTimer("saw3", 12, "TimerTorture");
AddTimer("saw_voice3", 11, "TimerTorture");
AddEntityCollideCallback("Player", "kista1", "kista1", true, 1);
AddEntityCollideCallback("Player", "scr_rockfall", "rockfall_1", true, 1);
AddEntityCollideCallback("Player", "scr_rockfall", "subtitles", true, 1);
}
void subtitles(string &in asParent, string &in asChild, int alState)
{
AddEffectVoice("OutroSound", "", "Subtitles", "LastWords", true, "Player", 5, 10);
}
void rockfall_1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("CaveIn", true);
CreateParticleSystemAtEntity("rocksmoke1", "ps_impact_dust_high.ps", "rocksmoke_1", false);
CreateParticleSystemAtEntity("rocksmoke2", "ps_impact_dust_high.ps", "rocksmoke_2", false);
CreateParticleSystemAtEntity("rocksmoke3", "ps_impact_dust_high.ps", "rocksmoke_3", false);
CreateParticleSystemAtEntity("rocksmoke4", "ps_impact_dust_high.ps", "rocksmoke_4", false);
CreateParticleSystemAtEntity("rocksmoke5", "ps_impact_dust_high.ps", "rocksmoke_5", false);
CreateParticleSystemAtEntity("rocksmoke6", "ps_impact_dust_high.ps", "rocksmoke_6", false);
CreateParticleSystemAtEntity("rocksmoke7", "ps_impact_dust_high.ps", "rocksmoke_7", false);
PlaySoundAtEntity("cavein", "explosion_rock_large.snt", "Player", 0.01f, false);
AddTimer("TimerEndGame", 15, "Exit");
}
void Exit(string &in asEntity)
{
AddTimer("TimerCredits", 2, "Credits");
StartCredits("OutroTheme.ogg", false, "Credits", "Ending", 3);
}
void TimerCredits(string &in asTimer)
{
FadeOut(2);
}
void kista1(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("maidenopen", true);
SetEntityActive("maidenclosed", false);
CreateParticleSystemAtEntity("", "ps_iron_maiden_event_smoke.ps", "ScriptArea_1", false);
PlaySoundAtEntity("maidenopen", "24_iron_maiden", "maidenopen", 0, false);
StartScreenShake(0.3, 0.3, 0, 0.3);
AddPlayerSanity(-10);
}
void TimerPlayerReact(string &in asTimer)
{
PlayGuiSound("react_" + asTimer, 0.6);
}
void TimerTorture(string &in asTimer)
{
PlayGuiSound("23_" + asTimer, 0.6);
}
void TimerCredits(string &in asTimer)
{
FadeOut(2);
}
The ones at the front always die first...
(This post was last modified: 06-09-2016, 06:21 PM by Xallikk.)
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