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Hey all!

Anyone know how I can make it so that when the player unlocks a door, a grunt will charge them, but the player is frozen, thus letting the grunt kill them (preferably with 1 hit)? Also, how do i start credits when the player dies?

Finally, How in the world do I even do credits?! LOL!

Thanks!
(07-24-2011, 04:58 AM)JetlinerX Wrote: [ -> ]How in the world do I even do credits?! LOL!

Code:
StartCredits("good_song.snt", true, "Ending", "Credits", 1)

extra_lang
Code:
<CATEGORY Name="Ending">
            <Entry Name="Credits">TEXT CREDITS [br] [br] This is an example of the credits rolling. [br] [br] br will create another line.</Entry>
</CATEGORY>

Thanks so much! Is it possible to roll credits upon the death of the character by a certain monster?
hmm....I tried alot of things but couldn't get it to work.
you could try to add a timer, for example; 5seconds after monster spawns the screen fadesout.

Code:
Addtimer("", 5.0f, "DeathTimer");

Code:
void DeathTimer (string &in AsTimer)
{
FadeOut(3.0f);
AddTimer("", 3.0f, "DeathTimer2");
}

void DeathTimer (string &in AsTimer)
{
StartCredits("good_song.snt", true, "Ending", "Credits", 1)
}

change the "3.0f" and "5.0f" in the timers so it matches; when player hits the monster so the screen is red or something.

I hope it helped.
Alright, I will try that too! Thanks man!
CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);

asCallback - the function to call when the player dies/respawns

I'm not sure if you can skip the hint text with this though...
Right now, I am using this:

void MonsterFunc1(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("mrflappyjaw2" , true);
SetPlayerMoveSpeedMul(0.1f);
SetPlayerJumpDisabled(true);
CheckPoint ("EndGame", "Player_Start", "StartCredits", "DeathHintCategory", "DeathHintEntry");
}
void StartCredits(string &in asName, int alCount)
{
StartCredits("musicfile.ogg" , true , "Credits" , "End" , 1);
}
///////////////////////////
//Run when leaving map
void OnLeave ()
{
}
And does it show that DeathHintEntry text?
Or does it go straight to credits when you die?
It just fades to black, no death message, and then eventually it will just say "The End"
Allright then you have something wrong with the eng_lang file thing
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