Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Ensure player has Justine?
ElectricRed Offline
Member

Posts: 106
Threads: 13
Joined: Jun 2012
Reputation: 5
#7
RE: Ensure player has Justine?

(01-21-2013, 08:01 AM)Damascus Wrote: What I do is put a Justine asset right in the first map, and then have the script try to detect it.

void OnStart()
{
if (GetEntityExists("violin_1"))
{
AddTimer("Intro", 0, "TimerIntro");
}
else
{
AddTimer("", 0, "NoJustine");
}
}

In the NoJustine timer I instantly end the game with custom credits that tell the player to get Justine.
Wow, this is actually a great idea! Thanks.

(01-21-2013, 09:50 AM)BeeKayK Wrote: But it IS the players own problem, since he is messing with his own experience of the CS.

If you just ensure to inform the player, then there's no problem.

We cannot make everything userfriendly.
Whether it's the player's problem or not, that still leaves them with a bad impression of my custom story and it leaves me with dozens of people asking for help.

[Image: 9lkjf4.jpg]

01-21-2013, 05:35 PM
Find


Messages In This Thread
Ensure player has Justine? - by ElectricRed - 01-21-2013, 05:23 AM
RE: Ensure player has Justine? - by Damascus - 01-21-2013, 08:01 AM
RE: Ensure player has Justine? - by ElectricRed - 01-21-2013, 05:35 PM
RE: Ensure player has Justine? - by Daemian - 01-21-2013, 10:04 PM



Users browsing this thread: 1 Guest(s)