Storfigge
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death ending
I'm making an ending kind of cutscene and this is what I want to happen.
You pick up a note and once you've read it you'll turn 180 degrees and see a grunt behind you, the grunt will kill you and after that the credits will roll.
As a newbie amnesia modder I'm completely clueless on how to do this so if someone could give me a good explanation on how to do it I would be very grateful
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01-06-2013, 11:37 PM |
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Damascus
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RE: death ending
I'm not sure if you know how to use the following scripts, but if you don't, I'll go into further detail:
Set a PlayerInteractCallback for the note, so that when they pick it up, the following things happen:
CheckPoint
SetPlayerActive (false)
SetEntityActive (grunt)
SetPlayerLookAt (grunt)
And put EndCredits under the checkpoint's function.
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01-06-2013, 11:57 PM |
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The chaser
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RE: death ending
Damascus explained:
void NoteInteract (string &in asEntity) ////This is the callback assigned to the note
{
SetPlayerActive(false);
SetEntityPlayerLookAtCallback("Look_at_area", "Dacallback", true);////When the player stops reading the note, it will look to an area.
StartPlayerLookAt("Look_at_area", 1, 1, "");
}
void Dacallback(string &in asEntity, int alState)
{
StartPlayerLookAt("Look_at_area_2", 1, 1, ""); ///This is behind the grunt that will appear
SetEntityActive("Grunt", true);
ShowEnemyPlayerPosition("Grunt");
}
I think this is enough.
THE OTHERWORLD (WIP)
Aculy iz dolan.
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01-07-2013, 12:24 AM |
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Storfigge
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RE: death ending
(01-06-2013, 11:57 PM)Damascus Wrote: I'm not sure if you know how to use the following scripts, but if you don't, I'll go into further detail:
Set a PlayerInteractCallback for the note, so that when they pick it up, the following things happen:
CheckPoint
SetPlayerActive (false)
SetEntityActive (grunt)
SetPlayerLookAt (grunt)
And put EndCredits under the checkpoint's function.
Would appreciate if you could go into further detail ^^
Oh didn't see that The Chaser had replyed thanks alot for the help will try that out though i still don't know how to do the credits after I die.
(This post was last modified: 01-07-2013, 02:15 AM by Storfigge.)
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01-07-2013, 02:09 AM |
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Damascus
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RE: death ending
Add this into your note's callback.
CheckPoint ("", "PlayerStartArea_1", "EndGame", "[.LANG CATEGORY]", "[.LANG ENTRY]");
And add this a separate function:
void EndGame(string &in asName, int alCount)
{
StartCredits(["MUSIC FILE]", (true/false for looping music), "Ending", "Credits", 5);
}
Make sure your credits are in the Ending category under the Credits entry.
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01-07-2013, 02:56 AM |
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FlawlessHappiness
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RE: death ending
Also... if you are ready to make it a little more advanced, you can edit the grunt to make its damage 100. Because right now, a single hit from the grunt will not kill you
Trying is the first step to success.
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01-07-2013, 06:47 AM |
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Storfigge
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RE: death ending
(01-07-2013, 06:47 AM)beecake Wrote: Also... if you are ready to make it a little more advanced, you can edit the grunt to make its damage 100. Because right now, a single hit from the grunt will not kill you
Yea that sounds like a good idea and one that I know how to fix to
(This post was last modified: 01-07-2013, 09:15 AM by Storfigge.)
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01-07-2013, 09:14 AM |
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darksky
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RE: death ending
or you could just set the player health to 1
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01-07-2013, 06:20 PM |
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Damascus
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RE: death ending
OR you could trap the player in the room. So he has to run around taking hits from the grunt until he dies. Idk all valid ideas.
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01-07-2013, 06:21 PM |
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FlawlessHappiness
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RE: death ending
(01-07-2013, 06:20 PM)darksky Wrote: or you could just set the player health to 1
Setting the players health to one would make the screen go red and blurry, and wouldn't (I guess), not give the right feeling
(01-07-2013, 06:21 PM)Damascus Wrote: OR you could trap the player in the room. So he has to run around taking hits from the grunt until he dies. Idk all valid ideas.
A little weird ending, if you know how to avoid it, isn't it?
Trying is the first step to success.
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01-07-2013, 06:24 PM |
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