I'm want my credits to start and my map to end when I pick up a note.
Any suggestion on script?
Found some threads about starting your credits, but none (what I could find) that said anything about notes.
Think you could use this one:
Code:
void SetEntityCallbackFunc(string& asName, string& asCallback);
Calls a function when the player interacts with a certain entity.
Callback syntax: void MyFunc(string &in asEntity, string &in type)
Type depends on entity type and includes: “OnPickup”, “Break”, “OnIgnite”, etc
And in the MyFunc;
Code:
void StartCredits(string& asMusic, bool abLoopMusic, string& asTextCat, string& asTextEntry, int alEndNum);
Starts the end credits screen. asMusic - the music to play (including .ogg)
abLoopMusic - determines whether the music should loop
asTextCat - the category to be used in the .lang file (must be “Ending”)
asTextEntry - the entry in the .lang file (must be “MainCredits”)
alEndNum - Amnesia has 3 different endings and displays a code at the bottom. Determines which code is displayed. 0-2 will display codes, any other integer will not.
Can you put that in the:
OnStart()
Will make it easier to understand
I did that on one of my maps, it went like this:
Quote:{
SetEntityPlayerInteractCallback("note_4", "Note_mapchanger", true);
}
void Note_mapchanger(string &in asEntity)
{
ChangeMap("map6.map", "PlayerStartArea_1", "", "");}