vanjavk
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After player Died restart Map HeLpiE Help
Okey I was wondering is it possible to make when player dies for map just map to restart, i mean with all scripts, so like restarting game but not to restart game from first map,
hope you understand what i'm saying,
also if that's not possible i don't know how to make player when dies to spawn on different location
so when PLAYER DIES restart Map not whole thing,
OR (if that's not possible)
To make when player dies spawn on different position
(This post was last modified: 04-18-2011, 04:04 PM by vanjavk.)
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04-18-2011, 03:47 PM |
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nkmol
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RE: After player Died restart Map HeLpiE Help
i think when you use ,
void ChangeMap(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound);
it will restart the current map whith all the scripts, not 100% sure.
u could use like :
if (GetPlayerHealth == 0)
{
ChangeMap(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound);
}
try to experiment whith this
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04-18-2011, 05:54 PM |
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vanjavk
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RE: After player Died restart Map HeLpiE Help
(04-18-2011, 05:54 PM)nkmol Wrote: i think when you use ,
void ChangeMap(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound);
it will restart the current map whith all the scripts, not 100% sure.
u could use like :
if (GetPlayerHealth == 0)
{
ChangeMap(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound);
}
try to experiment whith this Thanks for resposnse but i got error on line 32 1 (line when If starts) errror with If like it can't start with if?
(i never worked with IF before )
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04-18-2011, 09:24 PM |
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Dalroc
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RE: After player Died restart Map HeLpiE Help
Post your script mate
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04-18-2011, 10:51 PM |
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vanjavk
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RE: After player Died restart Map HeLpiE Help
(04-18-2011, 10:51 PM)Dalroc Wrote: Post your script mate
this is some of code..
void OnStart()
{
AddEntityCollideCallback("Player", "OpenCloseTrigger1", "CollideOpenCloseTrigger1", true, 0);
AddEntityCollideCallback("Player", "AreaIForgot", "CollideAreaIForgot", true, 1);;
AddUseItemCallback("useexit", "key_tomb_rusty_5", "prison_1", "UseKey",true);
AddEntityCollideCallback("Player", "AreaIForgot1", "CollideAreaIForgot1", true, 1);
AddEntityCollideCallback("Player", "AreaIForgot2", "CollideAreaIForgot2", true, 1);
AddEntityCollideCallback("Player", "AreaIForgot3", "CollideAreaIForgot3", true, 1);
AddEntityCollideCallback("Player", "AreaIForgot4", "CollideAreaIForgot4", true, 1);
AddEntityCollideCallback("Player", "AreaIForgot6", "CollideAreaIForgot6", true, 1);
AddEntityCollideCallback("Player", "AreaIForgot5", "CollideAreaIForgot5", true, 1);
AddEntityCollideCallback("Player", "AreaKnife", "CollideAreaKnife", true, 1);
AddEntityCollideCallback("Player", "fallingtele", "Teleport", false, 1);
AddEntityCollideCallback("Player", "aghagh", "Teleport", false, 1);
AddEntityCollideCallback("Player", "Creak", "CollideAreaCreak", false, 1);
AddEntityCollideCallback("Player", "AreaGiveMeTheKnifeAndKillTheMonster", "CollideAreaAreaGiveMeTheKnifeAndKillTheMonster", true, 1);
AddEntityCollideCallback("Player", "OutCreak", "CollideAreaOutCreak", false, -1);
AddEntityCollideCallback("servant_grunt_1", "kinfeer_1", "KillGrunt", true, 1);
}
//killing monster
void KillGrunt(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(asParent, true);
}
void aghagh(string &in asTimer)
{
SetMessage("Message", "Text1", 0);
GiveSanityBoost ();
}
if (GetPlayerHealth == 0)
{
ChangeMap("DUNGEON", "PlayerStartArea_1", "", "");
}
// wood creak
void CollideAreaCreak(string &in asParent, string &in asChild, int alState)
{
AddEffectVoice("creak.ogg", "creak.ogg", "Voice", "creak", false, "", 0, 0);
}
...
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04-19-2011, 12:06 PM |
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Rownbear
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RE: After player Died restart Map HeLpiE Help
Hmm i've tried playing around with the GetPlayerHealth(); but I can't get it to work either
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04-19-2011, 12:44 PM |
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Dalroc
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RE: After player Died restart Map HeLpiE Help
You have to have the If condition inside of a function.
EDIT: Also, I suggest you use better names for your functions than "aghagh" or it will just get messy whe nyou start getting a lot of functions.
(This post was last modified: 04-19-2011, 01:03 PM by Dalroc.)
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04-19-2011, 01:02 PM |
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vanjavk
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RE: After player Died restart Map HeLpiE Help
(04-19-2011, 01:02 PM)Dalroc Wrote: You have to have the If condition inside of a function.
EDIT: Also, I suggest you use better names for your functions than "aghagh" or it will just get messy whe nyou start getting a lot of functions.
uhm how exactly, sorry but i never worked with IF before so i don't know how to set it (
btw that's the only messy name in whole story xD
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04-19-2011, 01:11 PM |
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nkmol
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RE: After player Died restart Map HeLpiE Help
it is the same as a normal command, you could see it as a command in command for now
you need the,
void callback
{
//scripting stuff
if//your if script
{
//script for the if
}
}
as an example, in one of my maps i made a simple if script
void OnEnter()
{
SetEntityConnectionStateChangeCallback("lever_small01_1", "LeverChange");
}
void LeverChange(string &in EntityName, int alState)
{
AddDebugMessage("lever_small01_1" + "'s current state: " + alState, false);
if (alState == -1)
{
PlaySoundAtEntity("Elec_light", "27_tunnel_elec.snt", "chandelier_simple_short_1", 0.5f, false);
SetLightVisible("PointLight_2", true);
SetLampLit("chandelier_simple_short_1", true, true);
}
}
AND DON'T COPY THIS! xD
this is for a lever script, that will set some electric light on
if you get a error, first think about what could be the problem and when you can't solve it, ask it here. But first think by yourself (A)
(This post was last modified: 04-19-2011, 06:06 PM by nkmol.)
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04-19-2011, 06:06 PM |
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vanjavk
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RE: After player Died restart Map HeLpiE Help
thankssss
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04-19-2011, 07:34 PM |
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