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Add End Credits Timer
Gladoshatesyou Offline
Junior Member

Posts: 20
Threads: 5
Joined: Apr 2014
Reputation: 0
#1
Add End Credits Timer

Yo! I got a script to work where after I pick up a note entities appear and I turn around, easy. After that I set up a script for the End Credits which works, but its when I click on the note. How would I use a timer to make it like after I read the note and turn then it starts? Here is my script:

void OnStart()
{
AddUseItemCallback("", "acid_container", "padlock_acid_1", "unlock_prison_section_1", true);
SetEntityPlayerInteractCallback("notesuicide", "PickNote", true);
}
void unlock_prison_section_1(string &in asItem, string &in asEntity)
{
SetPropHealth("padlock_acid_1", 0.0f);
RemoveItem("acid_container");
SetEntityActive("padlock_acid_1", false);
}
void PickNote(string &in item)
{
SetEntityActive("Enemy1", true);
SetEntityActive("Enemy2", true);
SetEntityActive("Enemy3", true);
SetEntityActive("Enemy4", true);
SetEntityActive("Enemy5", true);
SetEntityActive("Enemy6", true);
SetEntityActive("Enemy7", true);
SetEntityActive("Enemy8", true);
SetEntityActive("Enemy9", true);
StartPlayerLookAt("Enemy5", 2.0f, 2.0f, "StopPlayerLookAt");
StartCredits("ending_alexander.ogg", false, "Ending", "MainCredits", 9000);
}
04-27-2014, 04:55 AM
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Messages In This Thread
Add End Credits Timer - by Gladoshatesyou - 04-27-2014, 04:55 AM
RE: Add End Credits Timer - by PutraenusAlivius - 04-27-2014, 05:14 AM
RE: Add End Credits Timer - by Gladoshatesyou - 04-27-2014, 05:34 AM



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