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Full Version: Help with a script.
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So, I'm gonna make an event so that when you want in the area i set out, everything slowly goes white and you spawn at a PlayerStart in another level?

Is that possible?
AddEntityCollideCallback("Player" , "*nameofyourarea*" , "flashspawnsomething" , true , 1);
that into OnStart

then do smthing like this

void flashspawnsomething(string &in asParent, string &in asChild, int alState)
{StartEffectFlash(1.0f, 1.0f, 1.0f);
AddTimer("blehblabh", 1.0f, "timedteleport");
}
void timedteleport(string &in asTimer)
{TeleportPlayer(string& asStartPosName);
}

that will actually do everything in just 1second, but with tweaking the start effect flash functions numbers and the timer, you can slow it down...
Or do you mean whole another level/map? if so then use:
ChangeMap(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound);
instead of teleport
(06-18-2011, 11:22 AM)Khyrpa Wrote: [ -> ]AddEntityCollideCallback("Player" , "*nameofyourarea*" , "flashspawnsomething" , true , 1);
that into OnStart

then do smthing like this

void flashspawnsomething(string &in asParent, string &in asChild, int alState)
{StartEffectFlash(1.0f, 1.0f, 1.0f);
AddTimer("blehblabh", 1.0f, "timedteleport");
}
void timedteleport(string &in asTimer)
{TeleportPlayer(string& asStartPosName);
}

that will actually do everything in just 1second, but with tweaking the start effect flash functions numbers and the timer, you can slow it down...
Or do you mean whole another level/map? if so then use:
ChangeMap(string& asMapName, string& asStartPos, string& asStartSound, string& asEndSound);
instead of teleport

Ok, thank you!