Amnesiaplayer
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area for teleport..
it worked that plank thing thanks to you all!
but now i want to do something to..
when yo ufall.. the screen goes black.. and you will teleport to an other MAP ??
|(sleeping) is this possible ?! and if it is please tell me how i saw this on a custom story... (forgot name)
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06-27-2014, 11:29 AM |
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DnALANGE
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RE: area for teleport..
Yes that is possible.
I tell you in a small way how to do this :
Make a scriptarea where you fall .
FadeOut(3);//3 is the speed, so this is 3 seconds till black.
Then make another AddCollideSCRIPT that looks like this So when you are going to fall add this when you hit the gound : : AddEntityCollideCallback("Player", "Hittheground", "ThiswillchangeMap", true, 1);
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void ThiswillchangeMap(string &in asParent, string &in asChild, int alState) { ChangeMap("YOURNEWMAPNAME.map", "PlayerStartArea_???" , "", ""); }
(This post was last modified: 06-27-2014, 12:02 PM by DnALANGE.)
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06-27-2014, 11:56 AM |
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Amnesiaplayer
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RE: area for teleport..
but i'm not gonna fall on ground.. it's just black air...
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06-27-2014, 12:08 PM |
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DnALANGE
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RE: area for teleport..
Then make the area AFTER 3 seconds (Below the floor you fall of) Just test it. make is at least 10 meters lower, just test it out.
(This post was last modified: 06-27-2014, 12:12 PM by DnALANGE.)
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06-27-2014, 12:12 PM |
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Amnesiaplayer
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RE: area for teleport..
but where on my script must i type That fadeout ??
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06-27-2014, 12:18 PM |
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Mudbill
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RE: area for teleport..
In the callback that causes you to fall. Think of it as a sequence:
Break plank > start fade out > fall down > hit ground when screen is black > change map.
You might need to tweak the fade out speed to accommodate your fall's height.
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06-27-2014, 12:22 PM |
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Amnesiaplayer
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RE: area for teleport..
void BoardCreak(string&in asParent, string &in asChild, int alState) { PlaySoundAtEntity("WoodCreaking", "CREAKINGNOISE.snt", "BreakingArea", 0.5f, false); AddTimer("ImFaaaalling", 0.60f, "StartFalling"); }
so i must place the fade out...
EDIT : or by the Hittheground ?
This is my script :
void OnLeave() {
}
void OnStart() { AddUseItemCallback("", "sleutel1", "deur1", "UsedKeyOnDoor", true); AddEntityCollideCallback("Player", "BreakingArea", "BoardCreak", true, 1); AddEntityCollideCallback("Player", "Hittheground", "Teleport", true, 1); }
void UsedKeyOnDoor (string &in asItem, string &in asEntity) { SetSwingDoorLocked("deur1", false, true); PlaySoundAtEntity("", "unlock_door.snt", "deur1", 0, false); RemoveItem("sleutel1"); }
void BoardCreak(string&in asParent, string &in asChild, int alState) { PlaySoundAtEntity("WoodCreaking", "CREAKINGNOISE.snt", "BreakingArea", 0.5f, false); AddTimer("ImFaaaalling", 0.60f, "StartFalling"); }
void StartFalling(string &in asTimer) { SetPropHealth("Board", 0); }
void Teleport(string &in asParent, string &in asChild, int alState) { ChangeMap("dream.map", "PlayerStartArea_dream" , "", ""); }
is it good ?
(This post was last modified: 06-27-2014, 12:39 PM by Amnesiaplayer.)
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06-27-2014, 12:25 PM |
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DnALANGE
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RE: area for teleport..
void StartFalling(string &in asTimer)
{
SetPropHealth("Board", 0);
FadeOut(3);//3 is the speed, so this is 3 seconds till black.
}
--
Add the FadeOut there and you should be good.
BE AWARE!!!
On void OnLeave add this : FadeIn(1);
If you do NOT the enxt map will be pitchblack.
Or add it on the new map : void OnStart or OnEnter.
I Always do it on the OnLeave.
(This post was last modified: 06-27-2014, 12:43 PM by DnALANGE.)
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06-27-2014, 12:41 PM |
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Amnesiaplayer
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RE: area for teleport..
thanks , but the teleport thing doesn't work..
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06-27-2014, 12:43 PM |
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DnALANGE
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RE: area for teleport..
It looks good so far.
You might have done something like namewing something wrong in the editor?
Does the playuer toutch the area?
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06-27-2014, 12:44 PM |
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