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Ending and credits
JetlinerX Offline
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Posts: 599
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Joined: Jun 2011
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#1
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!

Lead Developer of "The Attic"
~Slade Mitchell

Chapter 3 (REL)

(This post was last modified: 07-24-2011, 04:59 AM by JetlinerX.)
07-24-2011, 04:58 AM
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xtron Offline
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Posts: 402
Threads: 37
Joined: May 2011
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#2
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>


[Image: 44917299.jpg]Dubstep <3
07-24-2011, 05:08 AM
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JetlinerX Offline
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Posts: 599
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Joined: Jun 2011
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#3
RE: Ending and credits

Thanks so much! Is it possible to roll credits upon the death of the character by a certain monster?

Lead Developer of "The Attic"
~Slade Mitchell

Chapter 3 (REL)

07-24-2011, 05:10 AM
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xtron Offline
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Posts: 402
Threads: 37
Joined: May 2011
Reputation: 2
#4
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.

[Image: 44917299.jpg]Dubstep <3
07-24-2011, 06:01 AM
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JetlinerX Offline
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Posts: 599
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Joined: Jun 2011
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#5
RE: Ending and credits

Alright, I will try that too! Thanks man!

Lead Developer of "The Attic"
~Slade Mitchell

Chapter 3 (REL)

07-24-2011, 04:11 PM
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Khyrpa Offline
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Joined: Apr 2011
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#6
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.)
07-24-2011, 04:51 PM
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JetlinerX Offline
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Posts: 599
Threads: 49
Joined: Jun 2011
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#7
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 ()
{
}

Lead Developer of "The Attic"
~Slade Mitchell

Chapter 3 (REL)

(This post was last modified: 07-24-2011, 05:34 PM by JetlinerX.)
07-24-2011, 05:33 PM
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Khyrpa Offline
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Posts: 638
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Joined: Apr 2011
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#8
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.)
07-24-2011, 05:34 PM
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JetlinerX Offline
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Posts: 599
Threads: 49
Joined: Jun 2011
Reputation: 19
#9
RE: Ending and credits

It just fades to black, no death message, and then eventually it will just say "The End"

Lead Developer of "The Attic"
~Slade Mitchell

Chapter 3 (REL)

07-24-2011, 05:35 PM
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Khyrpa Offline
Senior Member

Posts: 638
Threads: 10
Joined: Apr 2011
Reputation: 24
#10
RE: Ending and credits

Allright then you have something wrong with the eng_lang file thing
07-24-2011, 05:36 PM
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