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Credits after dying?
Wrathborn771 Offline
Junior Member

Posts: 45
Threads: 10
Joined: Jun 2012
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#1
Credits after dying?

Hello Smile
I was just wondering how you could make the credits pop up in the end of a custom story, when getting killed by a monster?
And it would be fantastic if someone could provide me with a script that will trigger a enemy to become active when reading a note Smile

Thanks
-Wrath
(This post was last modified: 06-26-2012, 10:34 PM by Wrathborn771.)
06-26-2012, 09:52 PM
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EXAWOLT Offline
Member

Posts: 113
Threads: 14
Joined: Apr 2012
Reputation: 3
#2
RE: Credits after dying?

there are many ways to do this, one script like
AddEntityCollideCallback("Player", "monster", "collidemonster", true, 1);
void collidemonster(string &in asParent, string &in asChild, int alState)
{
StartCredits("29_amb_end_intense.ogg", true, "Ending", "MainCredits", 7);
}
like that, or you can youse the "if()" scripts that will me called when healt gone below 50, like:
GetPlayerHealt();
if(script)
{

}

simply nuff said




06-27-2012, 12:00 AM
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Wrathborn771 Offline
Junior Member

Posts: 45
Threads: 10
Joined: Jun 2012
Reputation: 0
#3
RE: Credits after dying?

(06-27-2012, 12:00 AM)EXAWOLT Wrote: there are many ways to do this, one script like
AddEntityCollideCallback("Player", "monster", "collidemonster", true, 1);
void collidemonster(string &in asParent, string &in asChild, int alState)
{
StartCredits("29_amb_end_intense.ogg", true, "Ending", "MainCredits", 7);
}
like that, or you can youse the "if()" scripts that will me called when healt gone below 50, like:
GetPlayerHealt();
if(script)
{

}
Hmm ok, thanks for the reply Wink
06-27-2012, 12:29 AM
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