sassix
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ye ye another problem -.- "flashback"
yo,
well i want using 4 different flashbacks in one map, at least theyre working but all 4 flashbacks have the same text in it :O i dont know why :/
Quote:thats what i wrote in "onstart" .hps
SetEntityPlayerLookAtCallback("flashback_01", "Insanity1", true);
SetEntityPlayerLookAtCallback("flashback_02", "Insanity2", true);
SetEntityPlayerLookAtCallback("flashback_03", "Insanity3", true);
SetEntityPlayerLookAtCallback("flashback_04", "Insanity4", true);
Quote:thats what i wrote in my start insanity section
void Insanity1(string &in entity, int alState)
{
PlaySoundAtEntity("", "insanity_whisper.snt", "Player", 0, false);
GiveSanityDamage(30.0f, true);
AddTimer("Stoplook", 2.0f, "PlayerStopLook");
}
void Insanity2(string &in entity, int alState)
{
PlaySoundAtEntity("", "general_piano03.snt", "Player", 0, false);
GiveSanityDamage(30.0f, true);
AddTimer("Stoplook", 2.0f, "PlayerStopLook");
}
void Insanity3(string &in entity, int alState)
{
PlaySoundAtEntity("", "insanity_whisper.snt", "Player", 0, false);
GiveSanityDamage(30.0f, true);
AddTimer("Stoplook", 2.0f, "PlayerStopLook");
}
void Insanity4(string &in entity, int alState)
{
PlaySoundAtEntity("", "insanity_whisper.snt", "Player", 0, false);
GiveSanityDamage(30.0f, true);
AddTimer("Stoplook", 2.0f, "PlayerStopLook");
}
and thats what i wrote in the extra_german.lang
Quote:<CATEGORY Name="Flashbacks">
<Entry Name="Flashback_01">Autsch... Mein Kopf schmerzt. Ich sollte mir eine Aspirin aus dem Bad holen gehen !</Entry>
<Entry Name="Flashback_02">Was zum...</Entry>
<Entry Name="Flashback_03">Was passiert hier verdammt nochmal...</Entry>
<Entry Name="Flashback_04">Das ist unmöglich Real...</Entry>
</CATEGORY>
hope u can help me and mb fix it ;/ THX
(This post was last modified: 01-09-2011, 05:28 PM by sassix.)
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01-09-2011, 05:25 PM |
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ModManDann
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RE: ye ye another problem -.- "flashback"
Flashbacks work like this:
There is a flashback file, containing every line that should be said in the flashback. You can even put a background effect in it.
The flashback file looks like this:
<Flashback>
<Voices>
<Voice VoiceSound="" EffectSound="fb_sfx_15_journey.ogg" TextCat="Flashbacks" TextEntry="Flashback_01" />
</Voices>
</Flashback>
Now if we run this flashback you will hear the fb_sfx_15_journey.ogg in the background and see the following subtitle: "Autsch... Mein Kopf schmerzt. Ich sollte mir eine Aspirin aus dem Bad holen gehen !" The flashback will stop after about one second as there is no voice sound. The flashback line will last as long as the voice sound plays.
You already have language file correct so we can leave it as it is.
Now go to your level editor and put a flashback area at the place you want the player to have a flashback. In the flashback area options you can call a flashback file. Use the file you created.
And there's your flashback.
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01-09-2011, 05:41 PM |
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sassix
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Posts: 56
Threads: 13
Joined: Jan 2011
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RE: ye ye another problem -.- "flashback"
aaah ok thx man !
but before i missunderstand (hope its right) something, i can delete these:
AddEntityCollideCallback("Player", "flashback_01", "Collide_Area1", true, 1);
and
void Collide_Area1(string &in entity, int alState)
{
PlaySoundAtEntity("", "insanity_whisper.snt", "Player", 0, false);
GiveSanityDamage(30.0f, true);
AddTimer("Stoplook", 2.0f, "PlayerStopLook");
}
stuff ?
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01-09-2011, 05:51 PM |
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ModManDann
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RE: ye ye another problem -.- "flashback"
you can delete that yes, but if you want to keep the effects you can keep it in there.
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01-09-2011, 06:01 PM |
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sassix
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RE: ye ye another problem -.- "flashback"
(01-09-2011, 06:01 PM)ModManDann Wrote: you can delete that yes, but if you want to keep the effects you can keep it in there.
Alright, thx dude !
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01-09-2011, 06:06 PM |
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