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Respawn To Begin the Sence again
UnseenLegend ( NL ) Offline
Member

Posts: 171
Threads: 10
Joined: Sep 2011
Reputation: 12
#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.

[Image: read-image.asp?n=n-20121202110321-m.jpg&r=8]
10-07-2011, 11:27 PM
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Messages In This Thread
RE: Respawn To Begin the Sence again - by A Luna - 10-05-2011, 08:19 PM
RE: Respawn To Begin the Sence again - by MrBigzy - 10-06-2011, 11:27 AM
RE: Respawn To Begin the Sence again - by Elven - 10-06-2011, 03:18 PM
RE: Respawn To Begin the Sence again - by MrBigzy - 10-06-2011, 06:52 PM
RE: Respawn To Begin the Sence again - by Elven - 10-06-2011, 07:41 PM
RE: Respawn To Begin the Sence again - by UnseenLegend ( NL ) - 10-07-2011, 11:27 PM



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