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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