Frictional Games Forum (read-only)

Full Version: death ending
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
I'm making an ending kind of cutscene and this is what I want to happen.

You pick up a note and once you've read it you'll turn 180 degrees and see a grunt behind you, the grunt will kill you and after that the credits will roll.

As a newbie amnesia modder I'm completely clueless on how to do this Tongue so if someone could give me a good explanation on how to do it I would be very grateful Smile
I'm not sure if you know how to use the following scripts, but if you don't, I'll go into further detail:

Set a PlayerInteractCallback for the note, so that when they pick it up, the following things happen:

CheckPoint
SetPlayerActive (false)
SetEntityActive (grunt)
SetPlayerLookAt (grunt)

And put EndCredits under the checkpoint's function.
Damascus explained:

Code:
void NoteInteract (string &in asEntity) ////This is the callback assigned to the note
{
SetPlayerActive(false);
SetEntityPlayerLookAtCallback("Look_at_area", "Dacallback", true);////When the player stops reading the note, it will look to an area.
StartPlayerLookAt("Look_at_area", 1, 1, "");
}

void Dacallback(string &in asEntity, int alState)
{
StartPlayerLookAt("Look_at_area_2", 1, 1, ""); ///This is behind the grunt that will appear
SetEntityActive("Grunt", true);
ShowEnemyPlayerPosition("Grunt");
}

I think this is enough.
(01-06-2013, 11:57 PM)Damascus Wrote: [ -> ]I'm not sure if you know how to use the following scripts, but if you don't, I'll go into further detail:

Set a PlayerInteractCallback for the note, so that when they pick it up, the following things happen:

CheckPoint
SetPlayerActive (false)
SetEntityActive (grunt)
SetPlayerLookAt (grunt)

And put EndCredits under the checkpoint's function.

Would appreciate if you could go into further detail ^^

Oh didn't see that The Chaser had replyed Tongue thanks alot for the help will try that out Smile though i still don't know how to do the credits after I die.
Add this into your note's callback.

CheckPoint ("", "PlayerStartArea_1", "EndGame", "[.LANG CATEGORY]", "[.LANG ENTRY]");

And add this a separate function:

void EndGame(string &in asName, int alCount)
{
StartCredits(["MUSIC FILE]", (true/false for looping music), "Ending", "Credits", 5);
}

Make sure your credits are in the Ending category under the Credits entry.
Also... if you are ready to make it a little more advanced, you can edit the grunt to make its damage 100. Because right now, a single hit from the grunt will not kill you
(01-07-2013, 06:47 AM)beecake Wrote: [ -> ]Also... if you are ready to make it a little more advanced, you can edit the grunt to make its damage 100. Because right now, a single hit from the grunt will not kill you

Yea that sounds like a good idea and one that I know how to fix to Tongue
or you could just set the player health to 1 Smile
OR you could trap the player in the room. So he has to run around taking hits from the grunt until he dies. Idk all valid ideas.
(01-07-2013, 06:20 PM)darksky Wrote: [ -> ]or you could just set the player health to 1 Smile

Setting the players health to one would make the screen go red and blurry, and wouldn't (I guess), not give the right feeling

(01-07-2013, 06:21 PM)Damascus Wrote: [ -> ]OR you could trap the player in the room. So he has to run around taking hits from the grunt until he dies. Idk all valid ideas.

A little weird ending, if you know how to avoid it, isn't it?
Pages: 1 2