waqas12346 
 
 
		
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How to make credits in the end???? [WHERE ..TO...PUT...][not solved] 
			 
			
				I was wondering how to make credits in the end, I mean when I open a door that lead me into the other map, I don't want this, I want to make that door lead me to the credits   
			 
			
			
			
				
(This post was last modified: 05-02-2011, 09:26 PM by waqas12346.)
 
				
			 
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	| 05-02-2011, 03:58 PM  | 
	
		
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		Tanshaydar 
 
 
		
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RE: How to make credits in the end???? 
			 
			
				There is a credits function, if you are able to search no wonder you will find it.
			 
			
			
 
			
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	| 05-02-2011, 04:28 PM  | 
	
		
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		waqas12346 
 
 
		
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RE: How to make credits in the end???? [NOT SOLVE] 
			 
			
				I can't find it    what do I do now??
			  
			
			
			
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	| 05-02-2011, 08:21 PM  | 
	
		
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		Mofo 
 
 
		
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RE: How to make credits in the end???? [NOT SOLVE] 
			 
			
				This is from the last level: 
 
In the map.hps: 
StartCredits("ending_alexander.ogg",false,  "Ending", "MainCredits", 0); 
 
In the extra_english.lang 
<CATEGORY Name="Ending"> 
    <Entry Name="MainCredits">- A FRICTIONAL GAMES PRODUCTION -[br][br][br]- AMNESIA: THE D... etc</Entry> 
</CATEGORY>
			 
			
			
			
				
(This post was last modified: 05-02-2011, 08:53 PM by Mofo.)
 
				
			 
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	| 05-02-2011, 08:29 PM  | 
	
		
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		Roenlond 
 
 
		
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RE: How to make credits in the end???? [NOT SOLVE] 
			 
			
				I'm guessing that you can do this in addition to what Mofo said: 
 
in YourLastLevel.hps: 
 
void onLeave() 
{ 
StartCredits("musictoplay", true, "Category", "Entry name", 0); 
} 
 
Edit what's in the quotes, change true to false if you don't want the music you chose to loop.
			 
			
			
			
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	| 05-02-2011, 08:35 PM  | 
	
		
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		waqas12346 
 
 
		
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RE: How to make credits in the end???? [NOT SOLVE] 
			 
			
				WHERE DO I PUT THAT THING IN THE SCRIPT   
Quote:void OnStart() 
{ 
PlayMusic("25_amb.ogg", true, 1.0f, 0, 0, true); 
AddEntityCollideCallback("Player", "ScriptArea_1", "Function01", true, 1); 
AddEntityCollideCallback("Player", "ScriptArea_2", "Function02", true, 1); 
AddEntityCollideCallback("Player", "ScriptArea_4", "Function03", true, 1); 
} 
 
void Function01(string &in asParent, string &in asChild, int alState) 
{ 
SetEntityActive("Monster", true); 
AddEnemyPatrolNode("Monster", "PathNodeArea_1", 0, ""); 
AddEnemyPatrolNode("Monster", "PathNodeArea_2", 0, ""); 
AddEnemyPatrolNode("Monster", "PathNodeArea_3", 0, ""); 
AddEnemyPatrolNode("Monster", "PathNodeArea_4", 0, ""); 
AddEnemyPatrolNode("Monster", "PathNodeArea_5", 0, ""); 
AddEnemyPatrolNode("Monster", "PathNodeArea_6", 0, ""); 
AddEnemyPatrolNode("Monster", "PathNodeArea_7", 0, ""); 
AddEnemyPatrolNode("Monster", "PathNodeArea_8", 0, ""); 
AddEnemyPatrolNode("Monster", "PathNodeArea_9", 0, ""); 
PlayMusic("guardian_distant2", false, 13.0f, 0, 0, true); 
} 
 
void Function02(string &in asParent, string &in asChild, int alState) 
{ 
TeleportPlayer("PlayerStartArea_2"); 
FadeOut(20.0); 
FadeIn(20.0); 
PlayMusic("guardian_distant3", false, 13.0f, 0, 0, true); 
PlayMusic("25_guardian_slime_appear03", false, 13.0f, 0, 0, true); 
} 
 
void Function03(string &in asParent, string &in asChild, int alState) 
{ 
SetEntityActive("Monster1", true); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_1", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_2", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_3", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_4", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_5", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_6", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_7", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_8", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_9", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_10", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_11", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_12", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_13", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_14", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_15", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_16", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_17", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_18", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_19", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_20", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_21", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_22", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_23", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_24", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_25", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_26", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_27", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_28", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_29", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_30", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_31", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_32", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_33", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_34", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_35", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_36", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_37", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_38", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_39", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_40", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_41", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_42", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_43", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_44", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_45", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_46", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_47", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_48", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_49", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_50", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_51", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_52", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_53", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_54", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_55", 0, ""); 
AddEnemyPatrolNode("Monster1", "PathNodeArea_56", 0, ""); 
PlayMusic("23_amb.ogg", true, 1.0f, 0, 0, true); 
} 
 
///////////// 
//////////////////////////// 
// Run when entering map 
void OnEnter() 
{ 
 
} 
 
//////////////////////////// 
// Run when leaving map 
void onLeave() 
{ 
} 
			 
			
			
			
				
(This post was last modified: 05-02-2011, 09:22 PM by waqas12346.)
 
				
			 
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	| 05-02-2011, 08:38 PM  | 
	
		
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		Roenlond 
 
 
		
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RE: How to make credits in the end???? [WHERE ..TO...PUT...] 
			 
			
				Read my post again... Right at the bottom of your script.  
 
void onLeave() 
{ 
StartCredits("musictoplay", true, "Category", "Entry name", 0); 
}
			 
			
			
			
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	| 05-02-2011, 09:26 PM  | 
	
		
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		waqas12346 
 
 
		
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RE: How to make credits in the end???? [WHERE ..TO...PUT...][not solved] 
			 
			
				I did what you said, I put it on the bottom and it didnt work, Do I need to create a empty map for it   
			 
			
			
			
				
(This post was last modified: 05-02-2011, 09:29 PM by waqas12346.)
 
				
			 
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	| 05-02-2011, 09:29 PM  | 
	
		
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		Roenlond 
 
 
		
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RE: How to make credits in the end???? [WHERE ..TO...PUT...][not solved] 
			 
			
				No. It will show up the contents of your extra_english.lang file. If it doesn't show up, make sure you actually use the correct name (should be exactly the same as in extra_english.lang) and that you're calling it with the OnLeave function.
			 
			
			
			
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	| 05-02-2011, 09:32 PM  | 
	
		
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		Karai16 
 
 
		
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RE: How to make credits in the end???? [NOT SOLVE again] 
			 
			
				I also has question... (sorry) 
void OnStart() 
{ 
    SetEntityPlayerInteractCallback("TowerDoor", "TeleportFunction", true); 
    AddEntityCollideCallback("Player", "ScriptArea_1", "StartCredits", true, 1); 
} 
 
 
void TeleportFunction(string &in asEntity) 
{ 
ChangeMap("Custom", "PlayerStartArea_2", "", ""); 
} 
 
 
void StartCredits(string &in asParent, string &in asChild, int alState) 
{ 
    FadeOut(0.1f); 
       AddTimer("credits", 2.0f, "TimerCredits"); 
} 
 
 
void TimerCredits(string &in asTimer) 
{ 
    StartCredits("credits.ogg", true, "Ending", "MyCredits", 0); 
}
 I put the music file in a music folder in the main folder of the custom story. The problem is, it won't play. can somebody tell me what's wrong?
			  
			
			
 
Custom stories: 
Her Games (100% Complete) 
Her Games, All Bugs Fixed (100% Complete) 
 
			
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	| 05-02-2011, 09:53 PM  | 
	
		
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