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Going to the next map
Seneth Offline
Junior Member

Posts: 26
Threads: 9
Joined: Apr 2015
Reputation: 0
#3
RE: Going to the next map

(10-20-2015, 01:50 PM)WALP Wrote: The function is the way it should be, the problem is not with it, but either another part of your script or something external. Try pasting us the entirety of your script.
ll my scripts work good but this changemap no Big Grin
I try one change and then second, and in this script i use both without effect...
Everything work (fade,Imagetrail, but not changemap Sad
--------------------------------
///END OF THE MAP
bool EndOfTheMap(const tString &in asParent, const tString &in asChild, int alState)
{
Entity_SetActive("TriggerArea_10",false);
Effect_Fade_Out(2.0f);
Effect_ImageTrail_FadeOut(1,10.0f);
Map_AddTimer("",3.0f,"EndMapTimer");
return true;
}
void EndMapTimer(const tString &in asTimer)
{
Map_ChangeMap("02_Generators.hpm", "PlayerStartArea_1", "", "");
}
(This post was last modified: 10-20-2015, 02:19 PM by Seneth.)
10-20-2015, 02:18 PM
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Messages In This Thread
Going to the next map - by Seneth - 10-20-2015, 01:29 PM
RE: Going to the next map - by WALP - 10-20-2015, 01:50 PM
RE: Going to the next map - by Seneth - 10-20-2015, 02:18 PM
RE: Going to the next map - by Mudbill - 10-20-2015, 02:22 PM
RE: Going to the next map - by WALP - 10-20-2015, 02:27 PM



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