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Custom story ending help
TheDavenia Offline
Member

Posts: 223
Threads: 38
Joined: Jun 2011
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#3
RE: Custom story ending help

Bump
(Need it real quick xD)
(06-26-2011, 09:37 PM)KikoKuruma Wrote: First you have to set up the script area you want
Then you have to create the callback
then you just use the start credits function

Example:
{
AddEntityCollideCallback("Player", "End_Area", "Endgame", True, 1);
}

Endgame(string &in asParent, string &in asChild, int alState)
{
StartCredits("music file here", true, "text category in .lang file", "Entry in langfile", int alEndNum)
}
thats what the script should look like, but you have to set up the lang file in a certain way.
asTextCat - the category to be used in the .lang file (must be “Ending”)
asTextEntry - the entry in the .lang file (must be “MainCredits”)

Thanks
(06-26-2011, 09:37 PM)KikoKuruma Wrote: First you have to set up the script area you want
Then you have to create the callback
then you just use the start credits function

Example:
{
AddEntityCollideCallback("Player", "End_Area", "Endgame", True, 1);
}

Endgame(string &in asParent, string &in asChild, int alState)
{
StartCredits("music file here", true, "text category in .lang file", "Entry in langfile", int alEndNum)
}
thats what the script should look like, but you have to set up the lang file in a certain way.
asTextCat - the category to be used in the .lang file (must be “Ending”)
asTextEntry - the entry in the .lang file (must be “MainCredits”)

Could you help me with that over teamviewer or something?

Current Project: Nightmare's End(Project Director, Scripter, boss >:D)
(This post was last modified: 06-26-2011, 10:08 PM by TheDavenia.)
06-26-2011, 09:45 PM
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Messages In This Thread
Custom story ending help - by TheDavenia - 06-26-2011, 09:22 PM
RE: Custom story ending help - by KikoKuruma - 06-26-2011, 09:37 PM
RE: Custom story ending help - by TheDavenia - 06-26-2011, 09:45 PM
RE: Custom story ending help - by KikoKuruma - 06-26-2011, 10:26 PM
RE: Custom story ending help - by TheDavenia - 06-26-2011, 11:03 PM



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