09-25-2011, 07:37 AM
Pages: 1 2
09-25-2011, 07:54 AM
Checkpoints. Set a checkpoint before the player dies, and the callback function will run once the player revives. That's about as close to a death event you can get--your other option is a loop which checks player health every second (or even shorter intervals if you want)
09-25-2011, 09:20 AM
Hmm... Ok. The checkpoint sounds good. Can you tell an example please?
The player died and a door closed. Would be nice and thanks for the answer!
The player died and a door closed. Would be nice and thanks for the answer!
09-25-2011, 01:03 PM
Try using search
I think there is a ton of threads about checkpoints.
heres one:
http://www.frictionalgames.com/forum/thr...checkpoint
I think there is a ton of threads about checkpoints.
heres one:
http://www.frictionalgames.com/forum/thr...checkpoint
09-25-2011, 01:10 PM
Thanks Khyrpa!
I had often used the search for my other problems but I found very rare a solution to my problem, like by making a lever, so I am sorry, when the answer so obvious existed.
I will check it out!
I had often used the search for my other problems but I found very rare a solution to my problem, like by making a lever, so I am sorry, when the answer so obvious existed.
I will check it out!
09-25-2011, 03:28 PM
It doesn't work! The door is still unlocked...
Maybe I should make a loop, but I have no idea, what this is or how I must define that. Can you help me?
// Yes I have tried the search. Don't worry!
Maybe I should make a loop, but I have no idea, what this is or how I must define that. Can you help me?
// Yes I have tried the search. Don't worry!
09-25-2011, 04:25 PM
Maybe using an if command to call the script when the player's health hits 0?
09-25-2011, 04:34 PM
hmm i wonder if you could do something like
if(GetPlayerHealth = 0)
{
// what ever you want here
}
but you would need some sort of loop or something to check the players health if it reaches 0, never tryed it but ive often thought of it.
what i wrote wont work btw!
if(GetPlayerHealth = 0)
{
// what ever you want here
}
but you would need some sort of loop or something to check the players health if it reaches 0, never tryed it but ive often thought of it.
what i wrote wont work btw!
09-25-2011, 05:01 PM
Ok I see. I thought about something like this, and I still have check the Script Function Page at the wiki but I don't check it . You know I am a beginner in scripting, so I am very helpless without you. But it is nice, that you try to help me. I am still trying something...
@Saffire192
what i wrote wont work btw!
Ok, thats good to know
@Saffire192
what i wrote wont work btw!
Ok, thats good to know
09-25-2011, 05:52 PM
CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);
When you put this inside the void OnStart()
The next time the player dies, that function is ran.
So to make things happen after the player dies you can use the asCallback.
example script:
void OnStart() //I just changed things to happen right when the map is ran
{CheckPoint ("", "NameOfSomeStartPos", "LockDoor", "", "");
}
void LockDoor(string &in asName, int alCount)
{
SetSwingDoorClosed("doorname", true, false);
SetSwingDoorLocked("doorname", true, false);
}
Copied my older post and changed some things. Is this what you were trying to accomplish?
When you put this inside the void OnStart()
The next time the player dies, that function is ran.
So to make things happen after the player dies you can use the asCallback.
example script:
void OnStart() //I just changed things to happen right when the map is ran
{CheckPoint ("", "NameOfSomeStartPos", "LockDoor", "", "");
}
void LockDoor(string &in asName, int alCount)
{
SetSwingDoorClosed("doorname", true, false);
SetSwingDoorLocked("doorname", true, false);
}
Copied my older post and changed some things. Is this what you were trying to accomplish?
Pages: 1 2