Aglowglint11
Junior Member
Posts: 31
Threads: 8
Joined: Mar 2014
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RE: Custom Story Ending. Needing Halp.
(06-06-2014, 09:13 PM)Neelke Wrote: Here's one I used for my mod (taking it straight away from the code)
void UseKeyOnDoor(string &in asItem, string &in asEntity)
{
SetPlayerActive(false);
PlaySoundAtEntity("derp", "unlock_door", "Player", 0.0f, false);
FadeOut(4);
AddTimer("", 1.0f, "TimerEndConversion");
}
void TimerEndConversion(string &in asTimer)
{
float fEventSpeed = 1.0f; //The speed of the event
AddLocalVarInt("fEventSpeed", 1); //Steps through the timer
switch(GetLocalVarInt("fEventSpeed")){
case 1:
PlaySoundAtEntity("derp", "door_level_cellar_open", "Player", 0.0f, false);
StopMusic(2.0f, 0);
fEventSpeed = 3.0f;
break;
case 2:
PlayMusic("27_puzzle_passage.ogg", false, 0.8f, 0.5f, 9, false);
fEventSpeed = 11.0f;
break;
case 3:
SetMessage("Ch05Lvl35", "TheEnd", 0);
fEventSpeed = 5.0f;
break;
case 4:
//Time to end it all
StartCredits();
break;
}
if(GetLocalVarInt("fEventSpeed") < 4) AddTimer("", fEventSpeed, "TimerEndConversion");
}
//This has to check how many easter eggs the player has found
void StartCredits()
{
StartCredits("credits_music.ogg", true, "Credits", "Credits_NoEasterEgg", 0);
}
Where did you put the name of the door in that Script lol? And Yeah, I might try something like that If I can figure it out.
N00B
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06-06-2014, 10:01 PM |
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