Slanderous
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How can I make that...?
Hey guys.
How can I make monsters not disappear after killing player?
And sorry if there are any grammar mistakes.
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05-12-2013, 12:42 PM |
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Romulator
Not Tech Support ;-)
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RE: How can I make that...?
You would use Checkpoints
In order to use them, you would need to know how to script, or someone like JustAnotherPlayer will come along and type it for you since I have never had to use Checkpoints
Discord: Romulator#0001
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05-12-2013, 12:58 PM |
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Slanderous
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RE: How can I make that...?
(05-12-2013, 12:58 PM)ROMul8r Wrote: You would use Checkpoints
In order to use them, you would need to know how to script, or someone like JustAnotherPlayer will come along and type it for you since I have never had to use Checkpoints
Okay, i'm gonna search for this script, anyway thanks for help
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05-12-2013, 01:00 PM |
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Romulator
Not Tech Support ;-)
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RE: How can I make that...?
(05-12-2013, 01:00 PM)lazz3r Wrote: (05-12-2013, 12:58 PM)ROMul8r Wrote: You would use Checkpoints
In order to use them, you would need to know how to script, or someone like JustAnotherPlayer will come along and type it for you since I have never had to use Checkpoints
Okay, i'm gonna search for this script, anyway thanks for help
The Wiki Wrote: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
Discord: Romulator#0001
(This post was last modified: 05-12-2013, 01:02 PM by Romulator.)
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05-12-2013, 01:02 PM |
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Slanderous
Posting Freak
Posts: 1,606
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RE: How can I make that...?
(05-12-2013, 01:02 PM)ROMul8r Wrote: (05-12-2013, 01:00 PM)lazz3r Wrote: (05-12-2013, 12:58 PM)ROMul8r Wrote: You would use Checkpoints
In order to use them, you would need to know how to script, or someone like JustAnotherPlayer will come along and type it for you since I have never had to use Checkpoints
Okay, i'm gonna search for this script, anyway thanks for help
The Wiki Wrote: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
Thank you for help + rep
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05-12-2013, 01:16 PM |
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PutraenusAlivius
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RE: How can I make that...?
Just to summarize R0Mul8r's post in case you have no clue,
void CheckPoint ("", "PlayerStartArea", "Checkpoint", "DeathHintCategory", "DeathHintEntry"); //PlayerStartArea is the name of the area where you will respawn. Type must be PlayerStart!
"Veni, vidi, vici."
"I came, I saw, I conquered."
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05-12-2013, 01:18 PM |
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Slanderous
Posting Freak
Posts: 1,606
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RE: How can I make that...?
(05-12-2013, 01:18 PM)JustAnotherPlayer Wrote: Just to summarize R0Mul8r's post in case you have no clue,
void CheckPoint ("", "PlayerStartArea", "Checkpoint", "DeathHintCategory", "DeathHintEntry"); //PlayerStartArea is the name of the area where you will respawn. Type must be PlayerStart!
And thank you!
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05-12-2013, 01:20 PM |
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