Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Respawn To Begin the Sence again
UnseenLegend ( NL ) Offline
Member

Posts: 171
Threads: 10
Joined: Sep 2011
Reputation: 12
#1
Respawn To Begin the Sence again

oke i made a Big Collapsing Sance
PHP Code: (Select All)
void Cave_1(string &in asTimer)
{
SetEntityActive("cave_in_9"true);

when you died by the Cave i want To Reloadload the hole Sence again so SetEntityActive("cave_in_9", true);
Will Collaps again i made more then 130 Cave collapsingings
if i do an CheckPoint i will respawn in the collapsed area

btw sorry for the Bad Explaining.

[Image: read-image.asp?n=n-20121202110321-m.jpg&r=8]
(This post was last modified: 10-03-2011, 07:25 PM by UnseenLegend ( NL ).)
10-03-2011, 07:18 PM
Find
A Luna Offline
Member

Posts: 52
Threads: 2
Joined: Aug 2011
Reputation: 0
#2
RE: Respawn To Begin the Sence again

(10-03-2011, 07:18 PM)UnseenLegend ( NL ) Wrote: oke i made a Big Collapsing Sance
PHP Code: (Select All)
void Cave_1(string &in asTimer)
{
SetEntityActive("cave_in_9"true);

when you died by the Cave i want To Reloadload the hole Sence again so SetEntityActive("cave_in_9", true);
Will Collaps again i made more then 130 Cave collapsingings
if i do an CheckPoint i will respawn in the collapsed area

btw sorry for the Bad Explaining.
If you want I can translate it from dutch to english for you Tongue


I love playing custom stories, need a tester or someone who you want to scare easily? Pick me!:D
10-05-2011, 08:19 PM
Find
MrBigzy Offline
Senior Member

Posts: 616
Threads: 18
Joined: Mar 2011
Reputation: 8
#3
RE: Respawn To Begin the Sence again

You have to create a spawn point (player start area), and then set the checkpoint to spawn you there.
10-06-2011, 11:27 AM
Find
UnseenLegend ( NL ) Offline
Member

Posts: 171
Threads: 10
Joined: Sep 2011
Reputation: 12
#4
RE: Respawn To Begin the Sence again

i know that but that wont Reload The Sence Again

[Image: read-image.asp?n=n-20121202110321-m.jpg&r=8]
10-06-2011, 03:13 PM
Find
Elven Offline
Posting Freak

Posts: 862
Threads: 37
Joined: Aug 2011
Reputation: 26
#5
RE: Respawn To Begin the Sence again

Put it to spawn behind there and put all the conditions into checkpoint callback. This way it will load all these events again Smile!

The Interrogation
Chapter 1

My tutorials
10-06-2011, 03:18 PM
Find
MrBigzy Offline
Senior Member

Posts: 616
Threads: 18
Joined: Mar 2011
Reputation: 8
#6
RE: Respawn To Begin the Sence again

Yeah, you use the callback to do things like ResetProp and such, and add callbacks that were already set off after the checkpoint.
10-06-2011, 06:52 PM
Find
nemesis567 Offline
Posting Freak

Posts: 874
Threads: 65
Joined: May 2011
Reputation: 10
#7
RE: Respawn To Begin the Sence again

Sense?

Today I dreamt the life I could live forever. You only know that when you feel it for you know not what you like until you've experienced it.
10-06-2011, 07:27 PM
Find
Elven Offline
Posting Freak

Posts: 862
Threads: 37
Joined: Aug 2011
Reputation: 26
#8
RE: Respawn To Begin the Sence again

For example. If at the beginning of the map there is script called:

OnStart()
{
AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);
}

And you die in that dead area because of some reason, then set checkpoint before that area and add script inside check point respawn:

AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);

BAsically, code would look like that:

OnStart()
{
AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);
CheckPoint ("checkpoint1", "PlayerStartArea_1", "respawn1", "", "");

}

void deadarea(string &in asParent, string &in asChild, int alState)
{
//Do whatever you want to do there!
}

void respawn1(string &in asName, int alCount)
{
AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);
}

The Interrogation
Chapter 1

My tutorials
10-06-2011, 07:41 PM
Find
UnseenLegend ( NL ) Offline
Member

Posts: 171
Threads: 10
Joined: Sep 2011
Reputation: 12
#9
RE: Respawn To Begin the Sence again

(10-06-2011, 07:41 PM)Elven Wrote: For example. If at the beginning of the map there is script called:

OnStart()
{
AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);
}

And you die in that dead area because of some reason, then set checkpoint before that area and add script inside check point respawn:

AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);

BAsically, code would look like that:

OnStart()
{
AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);
CheckPoint ("checkpoint1", "PlayerStartArea_1", "respawn1", "", "");

}

void deadarea(string &in asParent, string &in asChild, int alState)
{
//Do whatever you want to do there!
}

void respawn1(string &in asName, int alCount)
{
AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);
}
yea thanks for all the help i know it really but the Collapsing Sence is AsTimer so that will be Shitloads works i will do it.

[Image: read-image.asp?n=n-20121202110321-m.jpg&r=8]
10-07-2011, 11:27 PM
Find




Users browsing this thread: 1 Guest(s)