Credits
Quote from ChickenMobile on April 2, 2012, 10:42 amA Credit script that works with an instance to display your credits
File Name: portal 2.7z
File Size: 2.43 KiB
Click here to download Credits
A Credit script that works with an instance to display your credits
File Name: portal 2.7z
File Size: 2.43 KiB
Click here to download Credits
Quote from ChickenMobile on April 9, 2012, 12:02 pmprotoborg wrote:How exactly do you implement these things?I gave you an instance with the download so all you need to do is put in the instance and trigger it the way you would usually do through any instance.
- Create a func_instance and in the name value put anything you like. Set the VMF filename to: chicken_instances/credits.vmf
- Create your trigger/button/something that will activate your credits
- Connect an output from your trigger/button/something by clicking on the arrow for a list of outputs (Target Input / Via this Input) given kindly by the func_instance_io. It goes something like this:
OnPressed -> NameOfTheInstance -> instance:DisplayCredits;TriggerIn your script you need to put the relevant credits in with all the correct delays you need. If you don't want the game to end once the credits finish rolling, you will need to edit the script and remove or comment out the:
- Code: Select all
// Credits are finished. Disconnect the player
if(currentLine > CREDITS.len())
{
EntFire( "@clientcommand", "Command", "Disconnect", 2.0)
}at the end of the script and then probably make the fade 'unfade' or 'reverse fade'.
I gave you an instance with the download so all you need to do is put in the instance and trigger it the way you would usually do through any instance.
- Create a func_instance and in the name value put anything you like. Set the VMF filename to: chicken_instances/credits.vmf
- Create your trigger/button/something that will activate your credits
- Connect an output from your trigger/button/something by clicking on the arrow for a list of outputs (Target Input / Via this Input) given kindly by the func_instance_io. It goes something like this:
OnPressed -> NameOfTheInstance -> instance:DisplayCredits;Trigger
In your script you need to put the relevant credits in with all the correct delays you need. If you don't want the game to end once the credits finish rolling, you will need to edit the script and remove or comment out the:
- Code: Select all
// Credits are finished. Disconnect the player
if(currentLine > CREDITS.len())
{
EntFire( "@clientcommand", "Command", "Disconnect", 2.0)
}
at the end of the script and then probably make the fade 'unfade' or 'reverse fade'.