IT WORKS! yay - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: IT WORKS! yay (/thread-14698.html) Pages:
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RE: Player Respawn on other map - Mackiiboy - 04-11-2012 (04-11-2012, 03:16 PM)jessehmusic Wrote: okey i got the changemap now but Daniel start looking in the ground and he donst stop any clue?. I have no idea why. Can you elaborate a bit? When does it happen, before/after death?, on the next map? RE: Player Respawn on other map - jessehmusic - 04-11-2012 After the death i spawn at the area then "Daniel keeps looking on the ground" , wtf? here is script void OnStart() { CheckPoint ("", "playerstart_1", "ChangeMap", "Message", "Death"); } void ChangeMap(string &in asName, int alCount) { ChangeMap("Map3.map", "PlayerStartArea_1", "", ""); } RE: Player Respawn on other map - Mackiiboy - 04-11-2012 (04-11-2012, 03:29 PM)jessehmusic Wrote: After the death i spawn at the area then "Daniel keeps looking on the ground" , wtf? here is script. void ChangeMap(string &in asName, int alCount) Change the name of your function to something else, I do not think it can be named ChangeMap. RE: Player Respawn on other map - jessehmusic - 04-11-2012 (04-11-2012, 03:36 PM)Mackiiboy Wrote:still doing it :S(04-11-2012, 03:29 PM)jessehmusic Wrote: After the death i spawn at the area then "Daniel keeps looking on the ground" , wtf? here is script. RE: Player Respawn on other map - Mackiiboy - 04-11-2012 (04-11-2012, 03:40 PM)jessehmusic Wrote: still doing it :S. Wierd. I tried it out and it works perfectly. Do you change map after death at all? I you do, can you put up the whole script from your other map? RE: Player Respawn on other map - jessehmusic - 04-11-2012 (04-11-2012, 03:42 PM)Mackiiboy Wrote:(04-11-2012, 03:40 PM)jessehmusic Wrote: still doing it :S. void OnStart() { AddEntityCollideCallback("Player", "ScriptArea_1", "MusicStart", true, 1); AddEntityCollideCallback("Player", "ScriptArea_2", "MonsterAttack", true, 1); AddEntityCollideCallback("Player", "door_slam", "DoorSlam", true, 1); AddEntityCollideCallback("Player", "Light_area", "Lights", true, 1); AddEntityCollideCallback("Player", "ScriptArea_4", "MonsterAttack_1", true, 1); AddEntityCollideCallback("Player", "ScriptArea_3", "Lights1", true, 1); SetEntityPlayerInteractCallback("ptest_cellar_wood01_1", "Bang1", true); AddUseItemCallback("", "key_4", "ptest_cellar_wood01_3", "keyondoor4", true); AddUseItemCallback("", "key_laboratory_1", "freedom_door", "keyondoor3", true); AddUseItemCallback("", "The_gone_key", "Lockeddoor_1", "KeyOnDoor1", true); CheckPoint ("", "playerstart_1", "Jalla", "Message", "Death"); } void Jalla(string &in asName, int alCount) { ChangeMap("Map3.map", "PlayerStartArea_1", "", ""); } void MonsterAttack_1(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("", "Scary_sound.snt", "Player", 0, false); SetEntityActive("grunt_2", true); AddEnemyPatrolNode("grunt_2", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("grunt_2", "PathNodeArea_3", 0, ""); SetPropHealth("ptest_cellar_wood01_4", 0); } void Lights1(string &in asParent, string &in asChild, int alState) { SetLampLit("bridge_torch_2", true, true); SetLampLit("bridge_torch_3", true, true); PlaySoundAtEntity("", "Scary_sound.snt", "Player", 0, false); } void Lights(string &in asParent, string &in asChild, int alState) { SetLampLit("torch_static01_3", true, true); SetLampLit("torch_static01_4", true, true); } void DoorSlam(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("door2", true, true); PlaySoundAtEntity("", "05_event_door_bang.snt", "Player", 0, false); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); CreateParticleSystemAtEntity("", "ps_hit_wood.ps", "door2", true); GiveSanityDamage(15.0f, true); } void keyondoor3(string &in asItem, string &in asEntity) { SetSwingDoorLocked("freedom_door", false, true); PlaySoundAtEntity("", "unlock_door", "freedom_door", 0, false); RemoveItem("key_laboratory_1"); } void MonsterAttack(string &in asParent, string &in asChild, int alState) { StartPlayerLookAt("grunt", 5.0f, 2.0f, ""); SetEntityActive("grunt", true); ShowEnemyPlayerPosition("grunt"); AddTimer("", 4.0f, "stoplookenemy1"); GivePlayerDamage(99.0f, "", true, false); SetPlayerActive(false); } void stoplookatenemy1(string &in asTimer) { StopPlayerLookAt(); SetPlayerActive(true); } void keyondoor4(string &in asItem, string &in asEntity) { SetSwingDoorLocked("ptest_cellar_wood01_3", false, true); PlaySoundAtEntity("", "unlock_door", "ptest_cellar_wood01_3", 0, false); RemoveItem("key_4"); } void KeyOnDoor1(string &in asItem, string &in asEntity) { SetSwingDoorLocked("Lockeddoor_1", false, true); PlaySoundAtEntity("", "unlock_door", "Lockeddoor_1", 0, false); RemoveItem("The_gone_key"); } void Bang1(string &in asEntity) { } void MusicStart(string &in asParent, string &in asChild, int alState) { PlayMusic("Ominous Noises - The Tortured Soul Scary Sound Effects.ogg", true, 0.8f, 1, 0, true); } RE: Player Respawn on other map - DRedshot - 04-11-2012 I'm guesing there's a problem with this part of the script Spoiler below!
Try troubleshooting that. I would also try this: Spoiler below!
Edit: Yep, found the problem. Re-read what you wrote in the Timer callback, you've misspelt something AddTimer("", 4.0f, "stoplookenemy1"); void stoplookatenemy1(string &in asTimer) remove the 'at ' and it will work fine! RE: Player Respawn on other map - Mackiiboy - 04-11-2012 (04-11-2012, 03:42 PM)Mackiiboy Wrote: Wierd. I tried it out and it works perfectly. Do you change map after death at all?. I guess that the script you did put up was not from the other map, I meant from "Map3.map" RE: Player Respawn on other map - jessehmusic - 04-11-2012 (04-11-2012, 03:51 PM)Mackiiboy Wrote:i dont got any script at map3.map yet(04-11-2012, 03:42 PM)Mackiiboy Wrote: Wierd. I tried it out and it works perfectly. Do you change map after death at all?. (04-11-2012, 03:50 PM)DRedshot Wrote: I'm guesing there's a problem with this part of the scriptty it worked |