JetlinerX
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Ending and credits
Hey all!
Anyone know how I can make it so that when the player unlocks a door, a grunt will charge them, but the player is frozen, thus letting the grunt kill them (preferably with 1 hit)? Also, how do i start credits when the player dies?
Finally, How in the world do I even do credits?! LOL!
Thanks!
(This post was last modified: 07-24-2011, 04:59 AM by JetlinerX.)
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07-24-2011, 04:58 AM |
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xtron
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RE: Ending and credits
(07-24-2011, 04:58 AM)JetlinerX Wrote: How in the world do I even do credits?! LOL!
StartCredits("good_song.snt", true, "Ending", "Credits", 1)
extra_lang
<CATEGORY Name="Ending">
<Entry Name="Credits">TEXT CREDITS [br] [br] This is an example of the credits rolling. [br] [br] br will create another line.</Entry>
</CATEGORY>
Dubstep <3
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07-24-2011, 05:08 AM |
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JetlinerX
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RE: Ending and credits
Thanks so much! Is it possible to roll credits upon the death of the character by a certain monster?
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07-24-2011, 05:10 AM |
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xtron
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RE: Ending and credits
hmm....I tried alot of things but couldn't get it to work.
you could try to add a timer, for example; 5seconds after monster spawns the screen fadesout.
Addtimer("", 5.0f, "DeathTimer");
void DeathTimer (string &in AsTimer)
{
FadeOut(3.0f);
AddTimer("", 3.0f, "DeathTimer2");
}
void DeathTimer (string &in AsTimer)
{
StartCredits("good_song.snt", true, "Ending", "Credits", 1)
}
change the "3.0f" and "5.0f" in the timers so it matches; when player hits the monster so the screen is red or something.
I hope it helped.
Dubstep <3
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07-24-2011, 06:01 AM |
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JetlinerX
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RE: Ending and credits
Alright, I will try that too! Thanks man!
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07-24-2011, 04:11 PM |
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Khyrpa
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RE: Ending and credits
CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);
asCallback - the function to call when the player dies/respawns
I'm not sure if you can skip the hint text with this though...
(This post was last modified: 07-24-2011, 04:51 PM by Khyrpa.)
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07-24-2011, 04:51 PM |
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JetlinerX
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RE: Ending and credits
Right now, I am using this:
void MonsterFunc1(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("mrflappyjaw2" , true);
SetPlayerMoveSpeedMul(0.1f);
SetPlayerJumpDisabled(true);
CheckPoint ("EndGame", "Player_Start", "StartCredits", "DeathHintCategory", "DeathHintEntry");
}
void StartCredits(string &in asName, int alCount)
{
StartCredits("musicfile.ogg" , true , "Credits" , "End" , 1);
}
///////////////////////////
//Run when leaving map
void OnLeave ()
{
}
(This post was last modified: 07-24-2011, 05:34 PM by JetlinerX.)
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07-24-2011, 05:33 PM |
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Khyrpa
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RE: Ending and credits
And does it show that DeathHintEntry text?
Or does it go straight to credits when you die?
(This post was last modified: 07-24-2011, 05:35 PM by Khyrpa.)
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07-24-2011, 05:34 PM |
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JetlinerX
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RE: Ending and credits
It just fades to black, no death message, and then eventually it will just say "The End"
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07-24-2011, 05:35 PM |
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Khyrpa
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RE: Ending and credits
Allright then you have something wrong with the eng_lang file thing
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07-24-2011, 05:36 PM |
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