(02-25-2012, 08:03 PM)Shives Wrote: I don't really know how to make the screen blurry but I know another thing which looks good {
SetPlayerActive(false);
FadeIn(3.0f);
MovePlayerHeadPos(0, -1.0f, 0, 13, 11);
SetPlayerCrouching(true);
FadeRadialBlurTo(2.0f, 1);
AddTimer("", 8, "Player");
StartPlayerLookAt("name of area the player should look at", 2, 4, "StopPlayerLookAt");
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
}
void Player(string &in asTimer)
{
PlaySoundAtEntity("", "react_sigh.snt", "Player", 0, false);
SetPlayerActive(true);
MovePlayerHeadPos(0, 0, 0, 10, 20);
SetPlayerCrouching(false);
FadeRadialBlurTo(0, 3);
}
Second question: I don't know
Third question:
I would create an area which the player should look at
HPS FILE
StartPlayerLookAt("name of area the player should look at", 2, 4, "StopPlayerLookAt");
SetMessage("ShowMessage", "Name of Message", 5);
lang file
<CATEGORY Name="ShowMessage">
<Entry Name="Name of the Message">Enter you Text here</Entry>
</CATEGORY>
Ok should be easy because my hps file or lang file doesnt have anything in them yet so i can just copy paste.The second one is still a mystery
EDIT:Thats not exactly what i meant.The intro is good but i meant that when the intro is over and the player can walk,he starts looking at entity and a text appears + my text doesnt seem to work : (
<CATEGORY Name="ShowMessage">
<Entry Name="Name of the Message">Ugh what happened..I should pick that torch and try to find my way out of here.</Entry>
</CATEGORY>
</LANGUAGE>
Aand my hps
////////////////////////////
// Run when the map starts
void OnStart()
{
SetPlayerActive(false);
FadeIn(3.0f);
MovePlayerHeadPos(0, -1.0f, 0, 13, 11);
SetPlayerCrouching(true);
FadeRadialBlurTo(2.0f, 1);
AddTimer("", 8, "Player");
StartPlayerLookAt("Look", 2, 4, "StopPlayerLookAt");
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
}
void Player(string &in asTimer)
{
PlaySoundAtEntity("", "react_sigh.snt", "Player", 0, false);
SetPlayerActive(true);
MovePlayerHeadPos(0, 0, 0, 10, 20);
SetPlayerCrouching(false);
FadeRadialBlurTo(0, 3);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}