Frictional Games Forum (read-only)
Ending and credits - Printable Version

+- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum)
+-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html)
+--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html)
+---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html)
+---- Thread: Ending and credits (/thread-9338.html)

Pages: 1 2


Ending and credits - JetlinerX - 07-24-2011

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!


RE: Ending and credits - xtron - 07-24-2011

(07-24-2011, 04:58 AM)JetlinerX Wrote: How in the world do I even do credits?! LOL!

Code:
StartCredits("good_song.snt", true, "Ending", "Credits", 1)

extra_lang
Code:
<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>




RE: Ending and credits - JetlinerX - 07-24-2011

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


RE: Ending and credits - xtron - 07-24-2011

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.

Code:
Addtimer("", 5.0f, "DeathTimer");

Code:
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.


RE: Ending and credits - JetlinerX - 07-24-2011

Alright, I will try that too! Thanks man!


RE: Ending and credits - Khyrpa - 07-24-2011

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...


RE: Ending and credits - JetlinerX - 07-24-2011

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 ()
{
}


RE: Ending and credits - Khyrpa - 07-24-2011

And does it show that DeathHintEntry text?
Or does it go straight to credits when you die?


RE: Ending and credits - JetlinerX - 07-24-2011

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


RE: Ending and credits - Khyrpa - 07-24-2011

Allright then you have something wrong with the eng_lang file thing