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Respawn in a cell. - Printable Version

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Respawn in a cell. - 4WalledKid - 10-23-2012

Ok so I want the player to get killed by a grunt but respawn in a cell instead of respawning in the playerstartarea_1. How do I do this? Thanks!


RE: Respawn in a cell. - Robby - 10-23-2012

void CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);



string &in asName - leave this one empty, but include 2 quotation marks, like ""
string &in asStartPos - The start area to go to ("StartArea_1")
string &in asCallback - leave this empty unless you want something else (will clarify if you have something else in mind here)
string &in asDeathHintCat
string &in asDeathHintEntry -Leave these 2 empty, unless you want to give the player a hint.

Like this:
void CheckPoint("", "StartArea_1", "', "", "");

This has to be called in a script area, some time before the event itself (which, in turn, kills the player). If you call it after the player dies, it won't work.


RE: Respawn in a cell. - 4WalledKid - 10-23-2012

(10-23-2012, 06:14 PM)Nemet Robert Wrote: void CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);



string &in asName - leave this one empty, but include 2 quotation marks, like ""
string &in asStartPos - The start area to go to ("StartArea_1")
string &in asCallback - leave this empty unless you want something else (will clarify if you have something else in mind here)
string &in asDeathHintCat
string &in asDeathHint -Leave these 2 empty, unless you want to give the player a hint.

Like this:
void CheckPoint("", "StartArea_1", "', "", "");

This has to be called in a script area, some time before the event itself (which, in turn, kills the player). If you call it after the player dies, it won't work.
What is the string &in asDeathHintCat?


RE: Respawn in a cell. - Robby - 10-23-2012

The category for the Death Hint. As I said, leave that, along with Death Hint Entry empty.


RE: Respawn in a cell. - The chaser - 10-23-2012

You can do this with checkpoints. But, be completely sure that the grunt kills the player or it will respawn in the cell without a reason.

So:

Put the Start area in the desired place-now, do this:

void OnStart()

{

AddEntityCollideCallback(“Player”, “ScriptArea_1”, “Restart”, true, 1);

}



void Restart(string &in asParent, string &in asChild, int alState)

{

CheckPoint (“FirstCheckpoint”, “PlayerStartArea_1”, “Happening”, “DeathCategory”, “Deathtext”);

}



void Happening(string &in asName, int alCount)

{

/Stuff you want to happen after you die/

}


<LANGUAGE>

<CATEGORY Name=“DeathCategory”>

<Entry Name=“Deathtext”>Text you want in the black screen after you die </Entry>

</CATEGORY>

</LANGUAGE>

Aaand you're done Wink


RE: Respawn in a cell. - 4WalledKid - 10-23-2012

(10-23-2012, 06:30 PM)The chaser Wrote: You can do this with checkpoints. But, be completely sure that the grunt kills the player or it will respawn in the cell without a reason.

So:

Put the Start area in the desired place-now, do this:

void OnStart()

{

AddEntityCollideCallback(“Player”, “ScriptArea_1”, “Restart”, true, 1);

}



void Restart(string &in asParent, string &in asChild, int alState)

{

CheckPoint (“FirstCheckpoint”, “PlayerStartArea_1”, “Happening”, “DeathCategory”, “Deathtext”);

}



void Happening(string &in asName, int alCount)

{

/Stuff you want to happen after you die/

}


<LANGUAGE>

<CATEGORY Name=“DeathCategory”>

<Entry Name=“Deathtext”>Text you want in the black screen after you die </Entry>

</CATEGORY>

</LANGUAGE>

Aaand you're done Wink


This completely worked! thanks guys! really! Big Grin