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[SOLVED]Checkpoint trouble
Karai16 Offline
Member

Posts: 164
Threads: 24
Joined: Apr 2011
Reputation: 0
#1
[SOLVED]Checkpoint trouble

Hi guys,
I wanted to make a new custom story, but I thought it would be better to get my first one working for the full 100%. So that's what I'm doing right now.
I'm trying to fix Her Games, and one of the bugs was that I didn't make any checkpoints. People could kill themselves, and then just go on their merry way without having to face any monsters. I tried to change that. I made a checkpoint, but Amnesia doesn't recognise it. But it doesn't say there's anything wrong with it either... help?

script:
void OnStart()
{
    SetEntityPlayerInteractCallback("FinalKey", "SpawnGrunts", true);
}

void SpawnGrunts(string &in asEntity)
{
    CheckPoint("", "PlayerStartArea_2", "Reset", "DHint", "Hide2");
    SetEntityActive("DoorNote", true);
    SetSwingDoorLocked("MagicDoor", false, true);
    // Loads of grunts and pathnodes//
}

void Reset (string &in asName, int alCount)
{
    SetEntityActive("DoorNote", true);
    SetSwingDoorLocked("MagicDoor", false, true);
        //Loads of grunts and patnodes//
}


Custom stories:
Her Games (100% Complete)
Her Games, All Bugs Fixed (100% Complete)
(This post was last modified: 12-15-2011, 03:43 PM by Karai16.)
12-14-2011, 11:17 PM
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Messages In This Thread
[SOLVED]Checkpoint trouble - by Karai16 - 12-14-2011, 11:17 PM
RE: Checkpoint trouble - by Statyk - 12-15-2011, 12:03 AM
RE: Checkpoint trouble - by palistov - 12-15-2011, 08:42 AM
RE: Checkpoint trouble - by Your Computer - 12-15-2011, 09:59 AM
RE: [SOLVED]Checkpoint trouble - by Karai16 - 12-15-2011, 03:45 PM



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