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Respawn To Begin the Sence again
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UnseenLegend ( NL ) Offline
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Posts: 173
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Post: #1
Respawn To Begin the Sence again
oke i made a Big Collapsing Sance
PHP Code: (Select All)
void Cave_1(string &in asTimer)
{
SetEntityActive("cave_in_9"true);

when you died by the Cave i want To Reloadload the hole Sence again so SetEntityActive("cave_in_9", true);
Will Collaps again i made more then 130 Cave collapsingings
if i do an CheckPoint i will respawn in the collapsed area

btw sorry for the Bad Explaining.

[Image: read-image.asp?n=n-20121202110321-m.jpg&r=8]
(This post was last modified: 10-03-2011 07:25 PM by UnseenLegend ( NL ).)
10-03-2011 07:18 PM
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A Luna Offline
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Posts: 52
Joined: Aug 2011
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Post: #2
RE: Respawn To Begin the Sence again
(10-03-2011 07:18 PM)UnseenLegend ( NL ) Wrote:  oke i made a Big Collapsing Sance
PHP Code: (Select All)
void Cave_1(string &in asTimer)
{
SetEntityActive("cave_in_9"true);

when you died by the Cave i want To Reloadload the hole Sence again so SetEntityActive("cave_in_9", true);
Will Collaps again i made more then 130 Cave collapsingings
if i do an CheckPoint i will respawn in the collapsed area

btw sorry for the Bad Explaining.
If you want I can translate it from dutch to english for you Tongue

I love playing custom stories, need a tester or someone who you want to scare easily? Pick me!:D
10-05-2011 08:19 PM
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MrBigzy Offline
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Posts: 616
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Post: #3
RE: Respawn To Begin the Sence again
You have to create a spawn point (player start area), and then set the checkpoint to spawn you there.
10-06-2011 11:27 AM
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UnseenLegend ( NL ) Offline
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Posts: 173
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Post: #4
RE: Respawn To Begin the Sence again
i know that but that wont Reload The Sence Again

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10-06-2011 03:13 PM
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Elven Offline
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Post: #5
RE: Respawn To Begin the Sence again
Put it to spawn behind there and put all the conditions into checkpoint callback. This way it will load all these events again Smile!

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10-06-2011 03:18 PM
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MrBigzy Offline
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Posts: 616
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Post: #6
RE: Respawn To Begin the Sence again
Yeah, you use the callback to do things like ResetProp and such, and add callbacks that were already set off after the checkpoint.
10-06-2011 06:52 PM
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nemesis567 Offline
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Post: #7
RE: Respawn To Begin the Sence again
Sense?

Today I dreamt the life I could live forever. You only know that when you feel it for you know not what you like until you've experienced it.
10-06-2011 07:27 PM
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Elven Offline
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Post: #8
RE: Respawn To Begin the Sence again
For example. If at the beginning of the map there is script called:

OnStart()
{
AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);
}

And you die in that dead area because of some reason, then set checkpoint before that area and add script inside check point respawn:

AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);

BAsically, code would look like that:

OnStart()
{
AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);
CheckPoint ("checkpoint1", "PlayerStartArea_1", "respawn1", "", "");

}

void deadarea(string &in asParent, string &in asChild, int alState)
{
//Do whatever you want to do there!
}

void respawn1(string &in asName, int alCount)
{
AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);
}

The Interrogation
Chapter 1

My tutorials
10-06-2011 07:41 PM
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UnseenLegend ( NL ) Offline
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Post: #9
RE: Respawn To Begin the Sence again
(10-06-2011 07:41 PM)Elven Wrote:  For example. If at the beginning of the map there is script called:

OnStart()
{
AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);
}

And you die in that dead area because of some reason, then set checkpoint before that area and add script inside check point respawn:

AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);

BAsically, code would look like that:

OnStart()
{
AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);
CheckPoint ("checkpoint1", "PlayerStartArea_1", "respawn1", "", "");

}

void deadarea(string &in asParent, string &in asChild, int alState)
{
//Do whatever you want to do there!
}

void respawn1(string &in asName, int alCount)
{
AddEntityCollideCallback("Player", "deadarea", "deadarea", true, 0);
}
yea thanks for all the help i know it really but the Collapsing Sence is AsTimer so that will be Shitloads works i will do it.

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10-07-2011 11:27 PM
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