scifista42 Posted May 29, 2012 Yes, it is possible. Example script: ------------------------------------------ #include "zcommon.acs" SCRIPT 1 (void) { DamageThing(0); Print(s:"This is the end"); Delay(100); Exit_Normal(0); } ------------------------------------------ Then you need a line with special 80 - Script Execute, that calls this script when player walks over. Only works if your map is in Hexen format or UDMF. 0 Share this post Link to post
Memfis Posted May 29, 2012 But what if the player presses "use" and thus restarts the map? Better disable key presses before the delay. 0 Share this post Link to post
Buu342 Posted May 29, 2012 Memfis said:But what if the player presses "use" and thus restarts the map? Better disable key presses before the delay. Yes, that was going to be my next question. 0 Share this post Link to post
Xaser Posted May 29, 2012 Memfis said:Better disable key presses before the delay. You can't do this, for better or worse. Best you can do is leave a note in the textfile somewhere telling the user that death is to be expected, or otherwise make it silly and obvious (a la TCA). If you make the scripted scene continue after you're dead and not just wait a few tics silently and do nothing until exit, it's pretty likely that players will see it through if the delay is short. 0 Share this post Link to post
Vermil Posted May 29, 2012 Can't you have the message and death the other way around; problem solved then? 0 Share this post Link to post
Graf Zahl Posted May 29, 2012 With no delay both would be simultaneous, no matter what order they are in the script. 0 Share this post Link to post
Vermil Posted May 29, 2012 Well, I meant display the message, wait a second or two and then kill the player. Personally, I'd display a message, then fade in fake red screen filter and play death scream sound. Then a couple of seconds later, really kill the player and exit the map at the same moment. 0 Share this post Link to post