RawkBandMan
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RE: extra_english now is working, but I need help with a different script :)
(05-08-2011, 08:31 PM) Roenlond Wrote: Credits are made in the extra_english.lang file.
I do not have any example here, but I will try to write from my memory.
in extra_english.lang:
<CATEGORY Name ="Ending">
<Entry Name ="StartCredits">
Title of Story[br]
Made By:[br]
blablabla[br]
</Entry>
</CATEGORY>
and to call it, use this in your functions, preferably void OnLeave()
void OnLeave()
{
StartCredits("musicfiletoplay", true, "Ending", "StartCredits", 0);
}
That should do the trick, tell me if you have any troubles
Also with this, can I make it so it's when I collide with a entity/door/area? would it be like this?
I think I'm getting better at this
EDIT: also, getting a crash with a different map.
FATAL ERROR: Could not load script file Cells4.hps!
main(2,1) : ERR : Expected "," or ";"
main(18,1) : ERR : Unexpected token "{"
main(29,1) : ERR : Unexpected token "{"
main(60,1) : ERR : Unexpected token "{"
I checked my hps, and those lines are correct (As far as I know.)
my hps
Spoiler below!
void onStart()
wakeUp();
void wakeUp ()
{
FadeOut(0); // Instantly fades the screen out. (Good for starting the game)
FadeIn(20); // Amount of seconds the fade in takes
FadeImageTrailTo(2, 2);
FadeSepiaColorTo(100, 4);
SetPlayerActive(false);
FadePlayerRollTo(50, 220, 220); // "Tilts" the players head
FadeRadialBlurTo(0.15, 2);
SetPlayerCrouching(true); // Simulates being on the ground
AddTimer("trig1", 11.0f, "beginStory"); // Change '11.0f' to however long you want the 'unconciousness' to last
}
{
void beginStory(string &in asTimer)
ChangePlayerStateToNormal();
SetPlayerActive(true);
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeRadialBlurTo(0.0, 1);
FadeSepiaColorTo(0, 4);
SetPlayerCrouching(false);
FadeImageTrailTo(0,1);
}
{
AddUseItemCallback("", "key_torture_chamber_1", "prison_section_1", "UsedKeyOnDoor", true);
AddUseItemCallback("", "Player", "script_area_2", "ActivateMonster", true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("prison_section_1", false, true);
PlaySoundAtEntity("", "unlock_door", "prison_section_1", 0, false);
RemoveItem("key_torture_chamber_1");
}
void ActivateMonster(string &in asItem, string &in asEntity)
{
SetEntityActive(servant_grunt_2", true);
}
void SetEnemyDisableTriggers("servant_grunt_1", "true");
{
AddEntityCollideCallback("servant_grunt_1", "monstergone_area", "MonsterGone", true, 1);
}
void MonsterGone(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke(servant_grunt_1", "false");
}
{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "5.5f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", "0.0f", "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", "0.0f", "");
}
I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
(This post was last modified: 05-17-2011, 03:14 PM by RawkBandMan .)