I haven't tested it, but in theory...
(its 2:30am and I'm sleepy, I'll check out the amnesia script when I wake up)
This
might or might
not work
void Collide_Area(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("cross_small_metal_1", 20, 50, "");
// sets map_change_part1 as active
SetGlobalVarFloat(change_on_death, 1);
//
SetEntityActive("servant_grunt_2" , true);
SetEntityActive("servant_grunt_1" , true);
SetEntityActive("servant_brute_1" , true);
}
// if map change on death is active and players health goes below 1, play this script
if ( (GetPlayerHealth() < 1) && (change_on_death == 1))
{
void map_change_part1(string &in asTimer)
{
FadeIn(20);
FadeOut(10);
CompleteQuest("Quest01", "Quest01");
AddTimer("delay_timer", 5, "map_change_part2");
}
}
void map_change_part2(string &in asTimer)
{
ChangeMap("Paranoid.map", "PlayerSpawn1", "", "");
}