10-23-2012, 06:09 PM
10-23-2012, 06:14 PM
void CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);
string &in asName - leave this one empty, but include 2 quotation marks, like ""
string &in asStartPos - The start area to go to ("StartArea_1")
string &in asCallback - leave this empty unless you want something else (will clarify if you have something else in mind here)
string &in asDeathHintCat
string &in asDeathHintEntry -Leave these 2 empty, unless you want to give the player a hint.
Like this:
void CheckPoint("", "StartArea_1", "', "", "");
This has to be called in a script area, some time before the event itself (which, in turn, kills the player). If you call it after the player dies, it won't work.
string &in asName - leave this one empty, but include 2 quotation marks, like ""
string &in asStartPos - The start area to go to ("StartArea_1")
string &in asCallback - leave this empty unless you want something else (will clarify if you have something else in mind here)
string &in asDeathHintCat
string &in asDeathHintEntry -Leave these 2 empty, unless you want to give the player a hint.
Like this:
void CheckPoint("", "StartArea_1", "', "", "");
This has to be called in a script area, some time before the event itself (which, in turn, kills the player). If you call it after the player dies, it won't work.
10-23-2012, 06:16 PM
(10-23-2012, 06:14 PM)Nemet Robert Wrote: [ -> ]void CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);What is the string &in asDeathHintCat?
string &in asName - leave this one empty, but include 2 quotation marks, like ""
string &in asStartPos - The start area to go to ("StartArea_1")
string &in asCallback - leave this empty unless you want something else (will clarify if you have something else in mind here)
string &in asDeathHintCat
string &in asDeathHint -Leave these 2 empty, unless you want to give the player a hint.
Like this:
void CheckPoint("", "StartArea_1", "', "", "");
This has to be called in a script area, some time before the event itself (which, in turn, kills the player). If you call it after the player dies, it won't work.
10-23-2012, 06:27 PM
The category for the Death Hint. As I said, leave that, along with Death Hint Entry empty.
10-23-2012, 06:30 PM
You can do this with checkpoints. But, be completely sure that the grunt kills the player or it will respawn in the cell without a reason.
So:
Put the Start area in the desired place-now, do this:
void OnStart()
{
AddEntityCollideCallback(“Player”, “ScriptArea_1”, “Restart”, true, 1);
}
void Restart(string &in asParent, string &in asChild, int alState)
{
CheckPoint (“FirstCheckpoint”, “PlayerStartArea_1”, “Happening”, “DeathCategory”, “Deathtext”);
}
void Happening(string &in asName, int alCount)
{
/Stuff you want to happen after you die/
}
<LANGUAGE>
<CATEGORY Name=“DeathCategory”>
<Entry Name=“Deathtext”>Text you want in the black screen after you die </Entry>
</CATEGORY>
</LANGUAGE>
Aaand you're done
So:
Put the Start area in the desired place-now, do this:
void OnStart()
{
AddEntityCollideCallback(“Player”, “ScriptArea_1”, “Restart”, true, 1);
}
void Restart(string &in asParent, string &in asChild, int alState)
{
CheckPoint (“FirstCheckpoint”, “PlayerStartArea_1”, “Happening”, “DeathCategory”, “Deathtext”);
}
void Happening(string &in asName, int alCount)
{
/Stuff you want to happen after you die/
}
<LANGUAGE>
<CATEGORY Name=“DeathCategory”>
<Entry Name=“Deathtext”>Text you want in the black screen after you die </Entry>
</CATEGORY>
</LANGUAGE>
Aaand you're done
10-23-2012, 06:45 PM
(10-23-2012, 06:30 PM)The chaser Wrote: [ -> ]You can do this with checkpoints. But, be completely sure that the grunt kills the player or it will respawn in the cell without a reason.
So:
Put the Start area in the desired place-now, do this:
void OnStart()
{
AddEntityCollideCallback(“Player”, “ScriptArea_1”, “Restart”, true, 1);
}
void Restart(string &in asParent, string &in asChild, int alState)
{
CheckPoint (“FirstCheckpoint”, “PlayerStartArea_1”, “Happening”, “DeathCategory”, “Deathtext”);
}
void Happening(string &in asName, int alCount)
{
/Stuff you want to happen after you die/
}
<LANGUAGE>
<CATEGORY Name=“DeathCategory”>
<Entry Name=“Deathtext”>Text you want in the black screen after you die </Entry>
</CATEGORY>
</LANGUAGE>
Aaand you're done
This completely worked! thanks guys! really!