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Changing map after being killed by monster
Unearthlybrutal Offline
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Posts: 775
Threads: 12
Joined: May 2011
Reputation: 26
#2
RE: Changing map after being killed by monster

Smile Use this:

Spoiler below!

void DoorKeyIn(string &in asItem, string &in asEntity)
{ // .lang category and entry for death hints
CheckPoint ("checkpoint", "", "CheckPointAbduction", " [.lang category] ", " [.lang entry] ");
SetSwingDoorLocked("ambushdoor", false, true);
PlaySoundAtEntity("", "unlock_door", "ambushdoor", 0, false);
RemoveItem("ambushdoorkey");
PlayGuiSound("player_bodyfall5.ogg",1);
PlaySoundAtEntity("", "enabled.snt", "servant_grunt_1", 0,false);
PlaySoundAtEntity("", "attack_claw_hit.snt", "servant_grunt_1", 0,false);
SetEntityActive("servant_grunt_1", true);
}

void CheckPointAbduction(string &in asName, int alCount)
{
AddTimer("ChangeMap", 5.0, "TimerChangeMap");
FadeOut(0.0f);
SetPlayerActive(false);
PlayGuiSound("22_end.snt", 1.0f);
}
void TimerChangeMap(string &in asChangeMap)
{
ChangeMap("piwnica.map","PlayerStartArea_1", "", "");
}



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(This post was last modified: 03-25-2012, 01:58 PM by Unearthlybrutal.)
03-25-2012, 01:57 PM
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RE: Changing map after being killed by monster - by Unearthlybrutal - 03-25-2012, 01:57 PM



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