void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
I commented out one section (/*comment*/) that had no function, i.e it was just
{
DoStuff();
}
not
void Stuff()
{
DoStuff();
}
There's nothing calling that function and since I have no idea what you want with it, I simply commented it out. Fix that and you're good to go, I believe
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
I commented out one section (/*comment*/) that had no function, i.e it was just
{
DoStuff();
}
not
void Stuff()
{
DoStuff();
}
There's nothing calling that function and since I have no idea what you want with it, I simply commented it out. Fix that and you're good to go, I believe
Oh thanks!. Atleast I should know whats causing that problem in the future! So I can pretty much put anything there?
void GruntPathNodes
{
Stuff();
MoreStuff();
EvenMoreStuff();
}
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
(This post was last modified: 05-18-2011, 07:17 PM by RawkBandMan.)
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
I commented out one section (/*comment*/) that had no function, i.e it was just
{
DoStuff();
}
not
void Stuff()
{
DoStuff();
}
There's nothing calling that function and since I have no idea what you want with it, I simply commented it out. Fix that and you're good to go, I believe
Oh thanks!. Atleast I should know whats causing that problem in the future! So I can pretty much put anything there?
void GruntPathNodes
{
Stuff();
MoreStuff();
EvenMoreStuff();
}
yeah, just be sure to remember the syntax in parentheses after GruntPathNodes, depending on the callback you use.
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
void wakeUp()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
I commented out one section (/*comment*/) that had no function, i.e it was just
{
DoStuff();
}
not
void Stuff()
{
DoStuff();
}
There's nothing calling that function and since I have no idea what you want with it, I simply commented it out. Fix that and you're good to go, I believe
Oh thanks!. Atleast I should know whats causing that problem in the future! So I can pretty much put anything there?
void GruntPathNodes
{
Stuff();
MoreStuff();
EvenMoreStuff();
}
yeah, just be sure to remember the syntax in parentheses after GruntPathNodes, depending on the callback you use.
Alright. Also, I think I wanna change the story a bit and make it so you play as a girl. Is there anyway I can get it to use Justine's player sound files instead of Daniel's?
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
RE: extra_english now is working, but I need help with a different script :)
Bumpity. I want to know if I can use Justine's player sound files instead of Daniel's player sound files. Also, how to use Justine's sounds for the wake up scene
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
RE: extra_english now is working, but I need help with a different script :)
Really have no idea how to use the Justine files, I haven't finished the expansion yet so I don't want to dig too deep into the game files, might be spoilers in there
RE: extra_english now is working, but I need help with a different script :)
(05-21-2011, 04:21 PM)Roenlond Wrote: Really have no idea how to use the Justine files, I haven't finished the expansion yet so I don't want to dig too deep into the game files, might be spoilers in there
Oops, sorry.
Anyone else that has finished Justine?
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
RE: extra_english now is working, but I need help with a different script :)
(05-21-2011, 03:25 PM)XxRoCkBaNdMaNxX Wrote: Bumpity. I want to know if I can use Justine's player sound files instead of Daniel's player sound files. Also, how to use Justine's sounds for the wake up scene
You have to do a full conversion then. Look at the ptest_materials.cfg file.
RE: extra_english now is working, but I need help with a different script :)
(05-21-2011, 04:36 PM)Tanshaydar Wrote:
(05-21-2011, 03:25 PM)XxRoCkBaNdMaNxX Wrote: Bumpity. I want to know if I can use Justine's player sound files instead of Daniel's player sound files. Also, how to use Justine's sounds for the wake up scene
You have to do a full conversion then. Look at the ptest_materials.cfg file.
I did, but to me, It looks all gibberish.
Oh well, If I ever get better I guess I can make a different Custom with this.
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.