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Full Version: Respawn in a cell.
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Ok so I want the player to get killed by a grunt but respawn in a cell instead of respawning in the playerstartarea_1. How do I do this? Thanks!
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.
(10-23-2012, 06:14 PM)Nemet Robert Wrote: [ -> ]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 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.
What is the string &in asDeathHintCat?
The category for the Death Hint. As I said, leave that, along with Death Hint Entry empty.
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 Wink
(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 Wink


This completely worked! thanks guys! really! Big Grin