death ending - 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: death ending (/thread-19840.html) Pages:
1
2
|
death ending - Storfigge - 01-06-2013 I'm making an ending kind of cutscene and this is what I want to happen. You pick up a note and once you've read it you'll turn 180 degrees and see a grunt behind you, the grunt will kill you and after that the credits will roll. As a newbie amnesia modder I'm completely clueless on how to do this so if someone could give me a good explanation on how to do it I would be very grateful RE: death ending - Damascus - 01-06-2013 I'm not sure if you know how to use the following scripts, but if you don't, I'll go into further detail: Set a PlayerInteractCallback for the note, so that when they pick it up, the following things happen: CheckPoint SetPlayerActive (false) SetEntityActive (grunt) SetPlayerLookAt (grunt) And put EndCredits under the checkpoint's function. RE: death ending - The chaser - 01-07-2013 Damascus explained: Code: void NoteInteract (string &in asEntity) ////This is the callback assigned to the note I think this is enough. RE: death ending - Storfigge - 01-07-2013 (01-06-2013, 11:57 PM)Damascus Wrote: I'm not sure if you know how to use the following scripts, but if you don't, I'll go into further detail: Would appreciate if you could go into further detail ^^ Oh didn't see that The Chaser had replyed thanks alot for the help will try that out though i still don't know how to do the credits after I die. RE: death ending - Damascus - 01-07-2013 Add this into your note's callback. CheckPoint ("", "PlayerStartArea_1", "EndGame", "[.LANG CATEGORY]", "[.LANG ENTRY]"); And add this a separate function: void EndGame(string &in asName, int alCount) { StartCredits(["MUSIC FILE]", (true/false for looping music), "Ending", "Credits", 5); } Make sure your credits are in the Ending category under the Credits entry. RE: death ending - FlawlessHappiness - 01-07-2013 Also... if you are ready to make it a little more advanced, you can edit the grunt to make its damage 100. Because right now, a single hit from the grunt will not kill you RE: death ending - Storfigge - 01-07-2013 (01-07-2013, 06:47 AM)beecake Wrote: Also... if you are ready to make it a little more advanced, you can edit the grunt to make its damage 100. Because right now, a single hit from the grunt will not kill you Yea that sounds like a good idea and one that I know how to fix to RE: death ending - darksky - 01-07-2013 or you could just set the player health to 1 RE: death ending - Damascus - 01-07-2013 OR you could trap the player in the room. So he has to run around taking hits from the grunt until he dies. Idk all valid ideas. RE: death ending - FlawlessHappiness - 01-07-2013 (01-07-2013, 06:20 PM)darksky Wrote: or you could just set the player health to 1 Setting the players health to one would make the screen go red and blurry, and wouldn't (I guess), not give the right feeling (01-07-2013, 06:21 PM)Damascus Wrote: OR you could trap the player in the room. So he has to run around taking hits from the grunt until he dies. Idk all valid ideas. A little weird ending, if you know how to avoid it, isn't it? |