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Script Help Beggining and ending credits help
Laurensman Offline
Junior Member

Posts: 21
Threads: 2
Joined: Oct 2011
Reputation: 0
#1
Beggining and ending credits help

Okay so far, i know that this


Insert credits here

goes into the language folder. But then, i dont know what on earth to do. After i figure this out, if someone can help me please, would be awesome. Then my custom map, is then released. So depending on how fast i get answered, there will be a new custom map up for downloading, and playing. =]

And obviously same code for the begginig credits, just this


Insert credits here

Now problem is with this, i dont know how to activate the credits when i want them to be activated. Okay, on the last map of the story, i want it so you unlock a level door and then the story is over. Then i will be working on chapter 2. But thats how i want it to end. Anyone know how i can do that? thank you.
Okay nevermind consider this solved, found a post on it. sorry.
(This post was last modified: 11-01-2011, 11:30 PM by Laurensman.)
11-01-2011, 06:37 AM
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flamez3 Offline
Posting Freak

Posts: 1,281
Threads: 48
Joined: Apr 2011
Reputation: 57
#2
RE: Beggining and ending credits help

I already did it ^^

11-01-2011, 09:27 AM
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Laurensman Offline
Junior Member

Posts: 21
Threads: 2
Joined: Oct 2011
Reputation: 0
#3
RE: Beggining and ending credits help

(11-01-2011, 09:27 AM)flamez3 Wrote: I already did it ^^
Yep lol. But, you did a minor error. The script works and all, but i dont want the map to change after the credits, cuz then the level key just stays in the inventory. So what i did now, is i tried this, on void timer 5, i tried to just make it fade out, instead of making it just switch the map. And its not working. =[


void Timer_1(string&in asTimer)
{
FadeIn(0.1f);
AddTimer("look02", 2.0f, "Timer_2");
}

void Timer_2(string&in asTimer)
{
FadePlayerRollTo(0.0f, 60.0f, 60.0f);
SetPlayerActive(true);
SetPlayerCrouching(false);
}

void Timer_3(string&in asTimer)
{
SetMessage("Messages", "Hint1", 1.9f);
AddTimer("look04", 2.0f, "Timer_4");
}

void Timer_4(string&in asTimer)
{
SetMessage("Messages", "Hint2", 1.9f);
AddTimer("look05", 2.0f, "Timer_5");
}

void Timer_5(string&in asTimer)
{
FadeOut(0.5f);
}

^^^ this is where i want it to fade out. Or do i just put the fade out part in void Timer_4.
Sorry guys, new at Timers.
(This post was last modified: 11-01-2011, 11:43 PM by Laurensman.)
11-01-2011, 11:29 PM
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flamez3 Offline
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Posts: 1,281
Threads: 48
Joined: Apr 2011
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#4
RE: Beggining and ending credits help

(11-01-2011, 11:29 PM)Laurensman Wrote:
(11-01-2011, 09:27 AM)flamez3 Wrote: I already did it ^^
Yep lol. But, you did a minor error. The script works and all, but i dont want the map to change after the credits, cuz then the level key just stays in the inventory. So what i did now, is i tried this, on void timer 5, i tried to just make it fade out, instead of making it just switch the map. And its not working. =[


void Timer_1(string&in asTimer)
{
FadeIn(0.1f);
AddTimer("look02", 2.0f, "Timer_2");
}

void Timer_2(string&in asTimer)
{
FadePlayerRollTo(0.0f, 60.0f, 60.0f);
SetPlayerActive(true);
SetPlayerCrouching(false);
}

void Timer_3(string&in asTimer)
{
SetMessage("Messages", "Hint1", 1.9f);
AddTimer("look04", 2.0f, "Timer_4");
}

void Timer_4(string&in asTimer)
{
SetMessage("Messages", "Hint2", 1.9f);
AddTimer("look05", 2.0f, "Timer_5");
}

void Timer_5(string&in asTimer)
{
FadeOut(0.5f);
}

^^^ this is where i want it to fade out. Or do i just put the fade out part in void Timer_4.
Sorry guys, new at Timers.
Fade out, fades the screen to normal. Fade in fades the screen to black. I already did fade in in the start. Just remove item when it reaches timer_1 or something.

11-02-2011, 01:47 AM
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