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Hello people!
I have made that when an player enters a area he gets killed and then he should spawn in a jail.It needs checkpoints but how would i do it?Oh and i also want that when the player starts from the jail.And is it possible to make a short intro when the player spawns in the jail?Or does that need another map or something.

////////////////////////////
// Run when the map starts
void OnStart()
{
SetPlayerHealth(10);
SetPlayerSanity(40);
SetPlayerActive(false);
FadeIn(3.0f);
MovePlayerHeadPos(0, -1.0f, 0, 13, 11);
PlayMusic("amb_extra02.ogg", true, 1.0f, 1.0f, 1, false);
SetPlayerCrouching(true);
FadeRadialBlurTo(2.0f, 1);
AddTimer("", 6, "Player");
AddTimer("", 2, "Cough");
StartPlayerLookAt("Look", 2, 4, "StopPlayerLookAt");
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
AddEntityCollideCallback("Player", "Message_1", "Message1", true, 1);
AddEntityCollideCallback("Player", "Message_2", "Message2", true, 1);
AddEntityCollideCallback("Player", "Message_3", "Message3", true, 1);
AddEntityCollideCallback("Player", "Blood", "Message4", true, 1);
AddEntityCollideCallback("Player", "Sound", "Hear", true, 1);
AddEntityCollideCallback("Player", "Sound2", "Hear2", true, 1);
AddEntityCollideCallback("Player", "Trap", "Omg", true, 1);
AddEntityCollideCallback("Player", "Say", "Here", true, 1);
SetEntityPlayerLookAtCallback("Sign_1", "Look_1", false);
SetEntityPlayerLookAtCallback("Sign_2", "Look_2", false);
}
void Cough(string &in asTimer)
{
PlaySoundAtEntity("", "player_cough.snt", "Player", 0, false);
SetMessage("Messages", "Message1", 4);
}
void Player(string &in asTimer)
{
PlaySoundAtEntity("", "react_sigh.snt", "Player", 0, false);
SetPlayerActive(true);
MovePlayerHeadPos(0, 0, 0, 10, 20);
SetPlayerCrouching(false);
FadeRadialBlurTo(0, 3);
}
void Message1(string &in asChild, string &in asParent, int alState)
{
SetMessage("Messages", "Popup1", 4);
}
void Message2(string &in asChild, string &in asParent, int alState)
{
SetMessage("Messages", "Popup2", 4);
}
void Sign_1(string &in asEntity, int alState)
{
SetMessage("Signs", "Sign1", 2);
}
void Sign_2(string &in asEntity, int alState)
{
SetMessage("Signs", "Sign2", 2);
}
void Message3(string &in asChild, string &in asParent, int alState)
{
SetMessage("Messages", "Popup3", 3);
}
void Message4(string &in asChild, string &in asParent, int alState)
{
SetMessage("Messages", "Popup4", 3);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
GiveSanityDamage(10.0f, true);
}
void Hear(string &in asChild, string &in asParent, int alState)
{
PlaySoundAtEntity("", "enabled.snt", "Player", 0, false);
SetMessage("Messages", "Popup5", 3);
GiveSanityDamage(10.0f, true);
}
void Hear2(string &in asChild, string &in asParent, int alState)
{
PlaySoundAtEntity("", "ambience_haunting.ogg", "Player", 0, false);
}
void Here(string &in asChild, string &in asParent, int alState)
{
SetMessage("Messages", "Popup6", 3);
}
void Omg(string &in asChild, string &in asParent, int alState)
{
SetEntityActive("Este", true);
SetEntityActive("Este2", true);
SetEntityActive("Este3", true);
SetEntityActive("Grunt", true);
ShowEnemyPlayerPosition("Grunt");
PlaySoundAtEntity("", "pickaxe_hit.snt", "Player", 0, false);
SetMessage("Messages", "Popup7", 3);
}
////////////////////////////
// Run when entering map
void OnEnter()
{
SetPlayerLampOil(0);
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}

And how do i make death hint saying something then.Here is my lang file:

<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">YOUR DESCRIPTION HERE</Entry>
</CATEGORY>
<CATEGORY Name="Messages">
<Entry Name="Popup1">Ugh,what happened...</Entry>
<Entry Name="Popup2">I should pick up that torch and try to find a way out of here.</Entry>
<Entry Name="Popup3">Hmm,this place looks like an abandoned mine.</Entry>
<Entry Name="Popup4">Is that blood!?</Entry>
<Entry Name="Popup5">What was that!!?</Entry>
<Entry Name="Popup6">This must be the right way.</Entry>
<Entry Name="Popup7">Im trapped!!</Entry>

</CATEGORY>
<CATEGORY Name="Signs">
<Entry Name="Sign1">Storage</Entry>
<Entry Name="Sign2">Equipment</Entry>
</CATEGORY>
<CATEGORY Name="Levels">
</CATEGORY>
</LANGUAGE>



I only know the ambience sound thing.

Use this when he enters a script area:


Quote:void PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);


Creates a sound on an entity.
asSoundName - internal name
asSoundFile - the sound to use + extension .snt
asEntity - the entity to create the sound at, can be “Player”
afFadeTime - time in seconds the sound needs to fade
abSaveSound - determines whether a sound should “remember” its state. If true, the sound is never attached to the entity! Also note that saving should on be used on looping sounds!


(03-04-2012, 05:29 PM)Stepper321 Wrote: [ -> ]I only know the ambience sound thing.

Use this when he enters a script area:


Quote:void PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);


Creates a sound on an entity.
asSoundName - internal name
asSoundFile - the sound to use + extension .snt
asEntity - the entity to create the sound at, can be “Player”
afFadeTime - time in seconds the sound needs to fade
abSaveSound - determines whether a sound should “remember” its state. If true, the sound is never attached to the entity! Also note that saving should on be used on looping sounds!
Thank you : ) i know that script but i was kinda confused : D
Help?
ambinet sonds? as for example that a sound plays as the player his the area ? if so i know , but i'm unsure of your question. As for the jail part you could set the playing inactive and make him slowly look at a targate. As your intro and for the checkpoints i don't know :C i wish i did. But i you need help with the music script / how to do it i know exacly how.

Trollox.
(03-05-2012, 02:55 PM)trollox Wrote: [ -> ]ambinet sonds? as for example that a sound plays as the player his the area ? if so i know , but i'm unsure of your question. As for the jail part you could set the playing inactive and make him slowly look at a targate. As your intro and for the checkpoints i don't know :C i wish i did. But i you need help with the music script / how to do it i know exacly how.

Trollox.
Thanks but i solved the ambient sound thingy.And now mostly the problem is the checkpoints :/
Well i guess you'd have to ask someone more experienced for that. I really want to know how to creat a checkpoint aswell. Tell me if you figgure out somthing.

Trollox.
(03-05-2012, 03:31 PM)trollox Wrote: [ -> ]Well i guess you'd have to ask someone more experienced for that. I really want to know how to creat a checkpoint aswell. Tell me if you figgure out somthing.

Trollox.
Keep checking this post : D i hope someone experienced helps me :/
Checkpoints are no different than any other callback. Why do you have trouble with checkpoints when you appear to know how to set up collision and player look-at callbacks? Checkpoints get triggered when the player dies.
(03-05-2012, 06:06 PM)Your Computer Wrote: [ -> ]Checkpoints are no different than any other callback. Why do you have trouble with checkpoints when you appear to know how to set up collision and player look-at callbacks? Checkpoints get triggered when the player dies.

Umm yes...But how about the death hint?Where do i put it in my lang file?
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