(06-08-2012, 07:47 PM)CrazyArts Wrote: Anyways i've set up pathnodes and an area called BruteCollides so the brute goes through it cause it's in his pathnode and when he collides i want the player to fade out into a black screen and then change level to a map called "Outside.map"
void OnStart
{
AddEntityCollideCallback("brutenamehere", "BruteCollides", "BruteCollides", true,
1);
}
void BruteCollides(string &in asParent, string &in asChild, int alState)
{
FadeOut(3);
AddTimer("", 3, ""ChangeLevel");
}
void ChangeLevel(string &in asTimer)
{
ChangeMap("Outside.map", "PlayerStartPositionHere", "OPTIONALSoundToPlayWhenLeavingMap.snt", "OPTIONALSoundToPlayWhenEnteringNextMap.snt");
}