39Games
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Keep enemies after death?
What would be the code to make an enemy spawn after player death? It was in amnesia campaign but I do not remember what levels it was used in
Cheers
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03-07-2013, 02:32 PM |
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No Author
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RE: Keep enemies after death?
Use this :
void CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);
Sets a checkpoint at which the player will respawn in case he dies.
Callback syntax: void MyFunc(string &in asName, int alCount)
Count is 0 on the first checkpoint load!
asName - the internal name
asStartPos - the name of the StartPos in the editor
asCallback - the function to call when the player dies/respawns
asDeathHintCat - the category of the death hint message to be used in the .lang file
asDeathHintEntry - the entry in the .lang file
(This post was last modified: 03-07-2013, 02:39 PM by No Author.)
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03-07-2013, 02:37 PM |
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39Games
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Posts: 48
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RE: Keep enemies after death?
(03-07-2013, 02:37 PM)No Author Wrote: Use this :
void CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);
Sets a checkpoint at which the player will respawn in case he dies.
Callback syntax: void MyFunc(string &in asName, int alCount)
Count is 0 on the first checkpoint load!
asName - the internal name
asStartPos - the name of the StartPos in the editor
asCallback - the function to call when the player dies/respawns
asDeathHintCat - the category of the death hint message to be used in the .lang file
asDeathHintEntry - the entry in the .lang file Thanks, but I need a little more info, does the first code go in OnStart? do i need that setplayercallback code? where does what go?
Cheers.
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03-07-2013, 02:53 PM |
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PutraenusAlivius
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RE: Keep enemies after death?
(03-07-2013, 02:53 PM)39Gamer Wrote: (03-07-2013, 02:37 PM)No Author Wrote: Use this :
void CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);
Sets a checkpoint at which the player will respawn in case he dies.
Callback syntax: void MyFunc(string &in asName, int alCount)
Count is 0 on the first checkpoint load!
asName - the internal name
asStartPos - the name of the StartPos in the editor
asCallback - the function to call when the player dies/respawns
asDeathHintCat - the category of the death hint message to be used in the .lang file
asDeathHintEntry - the entry in the .lang file Thanks, but I need a little more info, does the first code go in OnStart? do i need that setplayercallback code? where does what go?
Cheers. Here is a code that i found in the dark depths of the development support section.
void OnStart() { CheckPoint("", "PLAYERSTARTAREA", "CALLBACKFUNC", "", ""); }
void CALLBACKFUNC(string &in asName, int alCount) { //////////Your scripts. }
"Veni, vidi, vici."
"I came, I saw, I conquered."
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03-07-2013, 03:03 PM |
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