08-05-2011, 10:06 AM
08-05-2011, 11:26 AM
http://wiki.frictionalgames.com/hpl2/amn..._functions
void StartCredits(string& asMusic, bool abLoopMusic, string& asTextCat, string& asTextEntry, int alEndNum);
Starts the end credits screen.
asMusic - the music to play (including .ogg)
abLoopMusic - determines whether the music should loop
asTextCat - the category to be used in the .lang file (must be “Ending”)
asTextEntry - the entry in the .lang file (must be “MainCredits”)
alEndNum - Amnesia has 3 different endings and displays a code at the bottom. Determines which code is displayed. 0-2 will display codes, any other integer will not.
void StartCredits(string& asMusic, bool abLoopMusic, string& asTextCat, string& asTextEntry, int alEndNum);
Starts the end credits screen.
asMusic - the music to play (including .ogg)
abLoopMusic - determines whether the music should loop
asTextCat - the category to be used in the .lang file (must be “Ending”)
asTextEntry - the entry in the .lang file (must be “MainCredits”)
alEndNum - Amnesia has 3 different endings and displays a code at the bottom. Determines which code is displayed. 0-2 will display codes, any other integer will not.
08-05-2011, 03:46 PM
Yeah, but that would end the game right after. :V
I don't think you'd be able to do that at the start.
I don't think you'd be able to do that at the start.
08-05-2011, 04:04 PM
You could fade the screen to black and disable player movement and look speed and then have a setmessage command at the start of the map to simulate credits.
08-05-2011, 04:20 PM
That might work, though the fade might also block out the words on the screen, not sure. And they wouldn't be scrolling, if that's what OP wants. D:
08-05-2011, 04:25 PM
fadeout does not block out setmessages!
08-05-2011, 08:34 PM
That's good, could be used for some opening stuff then.