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Leaving map script
SilentStriker Offline
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#1
Leaving map script

I need help with something (if it's possible)

I want the character's vision to fade to black and then I want to change map. Is that possible? So it's going to be like he like faints and then wake up in another place.
(This post was last modified: 08-28-2011, 12:55 PM by SilentStriker.)
08-28-2011, 12:54 PM
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JenniferOrange Offline
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#2
RE: Leaving map script

It is very possible!
You just have to use ChangeMap(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound); and void FadeOut(float afTime);.
Create a script area that the player will collide with to trigger your blackout. Use AddEntityCollideCallback making the entity Player and the entity it collides with the name of your script area. Name the function anything you'd like. Under void FunctionName, add FadeOut and ChangeMap. You can find every function I mentioned in the script functions page. Smile (also your holy bible) http://wiki.frictionalgames.com/hpl2/amn...me_scripts


Ba-da bing, ba-da boom.
08-28-2011, 02:11 PM
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SilentStriker Offline
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#3
RE: Leaving map script

Will this work? Smile

void CollideCorridorFive(string &in asParent, string &in asChild, int alState)
{
FadeOut(1);
PlaySoundAtEntity("Fade_Screen_Sound", "grunt/enabled", "Player", 0, true);
AddTimer("Loadmap", 1.5f, "Loadmap"
}

void Loadmap(string &in asParent, string &in asChild, int alState)
{
ChangeMap(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound);
}
(This post was last modified: 08-28-2011, 02:48 PM by SilentStriker.)
08-28-2011, 02:48 PM
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MegaScience Offline
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#4
RE: Leaving map script

You forgot the ); at the end of your AddTimer.
08-28-2011, 03:14 PM
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SilentStriker Offline
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#5
RE: Leaving map script

Yes I know i changed it in the script but I strange enough still can't get it to change map.. :/ this is how my script looks like
void CollideCorridorSix(string &in asParent, string &in asChild, int alState)
{
FadeOut(1);
PlaySoundAtEntity("Fade_Screen_Sound", "grunt/enabled", "Player", 0, true);
AddTimer("Loadmap", 1.5f, "Loadmap");
}

void Loadmap(string &in asParent, string &in asChild, int alState)
{
ChangeMap("floor", "PlayerStartArea_2", "", "");
}
08-28-2011, 03:18 PM
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Kyle Offline
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#6
RE: Leaving map script

It appears some people don't know how to tell what to do correctly... :/

void CollideCorridorSix(string &in asParent, string &in asChild, int alState)
{
     FadeOut(1);
     PlaySoundAtEntity("", "enabled01.snt", "Player", 0, false);
     AddTimer("", 1.5, "Loadmap");
}
void Loadmap(string &in asTimer)
{
     ChangeMap("floor.map", "PlayerStartArea_2", "", "");
}

If the rest of your script is right, then it should work.

(This post was last modified: 08-28-2011, 03:23 PM by Kyle.)
08-28-2011, 03:21 PM
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SilentStriker Offline
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#7
RE: Leaving map script

Now i got it to work Smile
08-28-2011, 03:21 PM
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Henriksen Offline
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#8
RE: Leaving map script

(08-28-2011, 03:18 PM)SilentStriker Wrote: Yes I know i changed it in the script but I strange enough still can't get it to change map.. :/ this is how my script looks like
void CollideCorridorSix(string &in asParent, string &in asChild, int alState)
{
FadeOut(1);
PlaySoundAtEntity("Fade_Screen_Sound", "grunt/enabled", "Player", 0, true);
AddTimer("Loadmap", 1.5f, "Loadmap");
}

void Loadmap(string &in asParent, string &in asChild, int alState)
{
ChangeMap("floor", "PlayerStartArea_2", "", "");
}

Is the new map called "floor"? Or is the PlayerStartArea in the same map as the one you fade out in?

08-28-2011, 03:23 PM
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SilentStriker Offline
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#9
RE: Leaving map script

floor was the name of the new map Smile
08-28-2011, 03:27 PM
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MegaScience Offline
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#10
RE: Leaving map script

Can't wait to play the level Floor. Big Grin
08-28-2011, 03:39 PM
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