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Brute collides area, Player changes level
Ermu Offline
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Posts: 86
Threads: 13
Joined: Jan 2012
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#5
RE: Brute collides area, Player changes level

(06-08-2012, 07:47 PM)CrazyArts Wrote: Anyways i've set up pathnodes and an area called BruteCollides so the brute goes through it cause it's in his pathnode and when he collides i want the player to fade out into a black screen and then change level to a map called "Outside.map"
void OnStart
{
AddEntityCollideCallback("brutenamehere", "BruteCollides", "BruteCollides", true, 1);
}


void BruteCollides(string &in asParent, string &in asChild, int alState)
{
FadeOut(3);
AddTimer("", 3, ""ChangeLevel");
}


void ChangeLevel(string &in asTimer)
{
ChangeMap("Outside.map", "PlayerStartPositionHere", "OPTIONALSoundToPlayWhenLeavingMap.snt", "OPTIONALSoundToPlayWhenEnteringNextMap.snt");
}
(This post was last modified: 06-09-2012, 09:59 PM by Ermu.)
06-09-2012, 09:58 PM
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RE: Brute collides area, Player changes level - by Ermu - 06-09-2012, 09:58 PM



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