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[SOLVED]Checkpoint problem...
FlawlessHappiness Offline
Posting Freak

Posts: 3,980
Threads: 145
Joined: Mar 2012
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#1
[SOLVED]Checkpoint problem...

I'm having a problem with checkpoints...

First the player "Falls to death", like they did in the real game.
Then the player spawns, and a cutscene small cutscene is playing. After that the player dies again, and the i want him to spawn another place, but instead he spawns in the same place, and the cutscene restarts...

Here is the script:

Spoiler below!



void OnStart()
{
SetLocalVarInt("FallToMentalState", 0);
AddEntityCollideCallback("Player", "AreaFallDeath", "CollideFallDeath", false, 1);
AddEntityCollideCallback("Player", "AreaFall", "Fall", true, 1);
}


/////////////////
//FALL TO DEATH//

void CollideFallDeath(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("fallaaaaaah", "11_fall", "Player", 0, false);

FadeOut(1);

AddTimer("death1", 0.5f, "TimerFallDeath");
AddTimer("death2", 1, "TimerFallDeath");
}

void TimerFallDeath(string &in asTimer)
{
if(asTimer == "death1"){
PlaySoundAtEntity("bump1", "player_bodyfall", "Player", 0, false);
return;
}

if(GetLocalVarInt("FallToMentalState") == 0)
{
SetLocalVarInt("FallToMentalState", 1);
CheckPoint("", "MentalState", "MentalStateFunction", "DeathHints", "Ouch");
DisableDeathStartSound();
AddPlayerHealth(-200);

PlaySoundAtEntity("pain", "player_falldamage_max", "Player", 0, false);
PlaySoundAtEntity("bump2", "player_bodyfall", "Player", 0, false);
return;
}

CheckPoint("", "PlayerStartArea_2", "", "DeathHints", "Ouch");

DisableDeathStartSound();
AddPlayerHealth(-200);

PlaySoundAtEntity("pain", "player_falldamage_max", "Player", 0, false);
PlaySoundAtEntity("bump2", "player_bodyfall", "Player", 0, false);
}

//FALL TO DEATH END//
/////////////////////


////////////
//THE FALL//

void Fall(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "scare_wind.snt", "Player", 0, false);
AddDebugMessage("CollideFall", false);
AddPlayerBodyForce(0, 20000, -20000, false);
}

void Slow(string &in asParent, string &in asChild, int alState)
{
if(alState == 1)
{
SetPlayerMoveSpeedMul(0.5f);
SetPlayerRunSpeedMul(0.5f);
}

if(alState == -1)
{
SetPlayerMoveSpeedMul(1);
SetPlayerRunSpeedMul(1);
}
}

void MentalStateFunction(string &in asName, int alCount)
{
SetPlayerMoveSpeedMul(0.5f);
SetPlayerRunSpeedMul(0.5f);
FadeImageTrailTo(2, 1);
SetRadialBlurStartDist(0.1);
FadeRadialBlurTo(0.05, 0.025);
StartPlayerLookAt("SimonScreamsLookAt", 2, 2, "");
AddTimer("SimonScreams_1", 3, "SimonScreams");
CheckPoint("", "AreaWakeUp", "", "DeathHints", "Simon");
}

void SimonScreams(string &in asTimer)
{
if(asTimer == "SimonScreams_1")
{
AddEffectVoice("voice_simonscream_1.ogg", "", "Voice", "voice_simonscream_1", false, "", 0, 0);
AddTimer("SimonScreams_2", 6, "SimonScreams");
}

if(asTimer == "SimonScreams_2")
{
AddEffectVoice("voice_simonscream_2.ogg", "", "Voice", "voice_simonscream_2", false, "", 0, 0);
AddTimer("SimonScreams_3", 7, "SimonScreams");
}

if(asTimer == "SimonScreams_3")
{
AddEffectVoice("voice_simonscream_3.ogg", "", "Voice", "voice_simonscream_3", false, "", 0, 0);
AddTimer("SimonScreams_4", 7, "SimonScreams");
}

if(asTimer == "SimonScreams_4")
{
AddEffectVoice("voice_simonscream_4.ogg", "", "Voice", "voice_simonscream_4", false, "", 0, 0);
AddTimer("SimonScreams_5", 6, "SimonScreams");
}

if(asTimer == "SimonScreams_5")
{
AddEffectVoice("voice_simonscream_5.ogg", "", "Voice", "voice_simonscream_5", false, "", 0, 0);
AddTimer("SimonScreams_6", 7, "SimonScreams");
}

if(asTimer == "SimonScreams_6")
{
AddEffectVoice("voice_simonscream_6.ogg", "", "Voice", "voice_simonscream_6", false, "", 0, 0);
AddTimer("SimonScreams_7", 8, "SimonScreams");
}

if(asTimer == "SimonScreams_7")
{
AddEffectVoice("voice_simonscream_7.ogg", "", "Voice", "voice_simonscream_7", false, "", 0, 0);
AddTimer("SimonScreams_8", 6, "SimonScreams");
}

if(asTimer == "SimonScreams_8")
{
AddEffectVoice("voice_simonscream_8.ogg", "", "Voice", "voice_simonscream_8", false, "", 0, 0);
AddTimer("End", 5, "SimonScreams");
}

if(asTimer == "End")
{
FadeImageTrailTo(0, 1);
FadeRadialBlurTo(0, 0.025);
SetPlayerHealth(0);
}
}


//THE FALL END//
////////////////



Can anybody help me out here? What am i doing wrong?

Trying is the first step to success.
(This post was last modified: 09-25-2012, 05:16 PM by FlawlessHappiness.)
09-23-2012, 03:43 PM
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Your Computer Offline
SCAN ME!

Posts: 3,456
Threads: 32
Joined: Jul 2011
Reputation: 235
#2
RE: Checkpoint problem...

Checkpoint names need to be unique.

Tutorials: From Noob to Pro
09-23-2012, 05:29 PM
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FlawlessHappiness Offline
Posting Freak

Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation: 171
#3
RE: Checkpoint problem...

You mean i have to write a new asName for it to work? Smile

Trying is the first step to success.
09-23-2012, 06:57 PM
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Vic7im Offline
Junior Member

Posts: 44
Threads: 9
Joined: Sep 2012
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#4
RE: Checkpoint problem...

Wait.

You die, you respawn in A, you walk a little bit, cutscene plays, you die (again), you would like to respawn in B but instead you respawn in A?

Is that what you want to accomplish?
09-25-2012, 04:46 PM
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FlawlessHappiness Offline
Posting Freak

Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation: 171
#5
RE: Checkpoint problem...

That was what happened yea Wink But it's solved anyway. I thougt dying 2 times was too much, so instead i used fade-teleport

Trying is the first step to success.
09-25-2012, 05:16 PM
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