UnseenLegend ( NL )
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Respawn To Begin the Sence again
oke i made a Big Collapsing Sance
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.
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10-03-2011, 07:18 PM |
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A Luna
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RE: Respawn To Begin the Sence again
(10-03-2011, 07:18 PM)UnseenLegend ( NL ) Wrote: oke i made a Big Collapsing Sance
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
I love playing custom stories, need a tester or someone who you want to scare easily? Pick me!:D
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10-05-2011, 08:19 PM |
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MrBigzy
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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.
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10-06-2011, 11:27 AM |
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UnseenLegend ( NL )
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RE: Respawn To Begin the Sence again
i know that but that wont Reload The Sence Again
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10-06-2011, 03:13 PM |
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Elven
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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 !
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10-06-2011, 03:18 PM |
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MrBigzy
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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.
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10-06-2011, 06:52 PM |
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nemesis567
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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.
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10-06-2011, 07:27 PM |
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Elven
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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);
}
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10-06-2011, 07:41 PM |
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UnseenLegend ( NL )
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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.
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10-07-2011, 11:27 PM |
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