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Respawn in a cell.
4WalledKid Offline
Member

Posts: 107
Threads: 23
Joined: Oct 2012
Reputation: 1
#6
RE: Respawn in a cell.

(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

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10-23-2012, 06:45 PM
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Messages In This Thread
Respawn in a cell. - by 4WalledKid - 10-23-2012, 06:09 PM
RE: Respawn in a cell. - by Robby - 10-23-2012, 06:14 PM
RE: Respawn in a cell. - by 4WalledKid - 10-23-2012, 06:16 PM
RE: Respawn in a cell. - by Robby - 10-23-2012, 06:27 PM
RE: Respawn in a cell. - by The chaser - 10-23-2012, 06:30 PM
RE: Respawn in a cell. - by 4WalledKid - 10-23-2012, 06:45 PM



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