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$player endlevelBut how can I get my own image to appear on the mission complete screen with the music mus_berlin in the music folder to play?
Anyone?
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$player endlevel
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//*********************************************
// Roll Credits
//*********************************************
roll_credits:
//*** set the level variable to stop the explosions
level.end_level = 1
//*** fade the screen out
fadeout 3 0 0 0 1
thread end_medals
wait 4
//*** stop the existing music
$train_engine_clip stoploopsound
$player stufftext "tmstop"
forcemusic aux2 aux2
//*** show 'THE END'
showmenu credits1
hidemouse
wait 3.5
//*** hide 'THE END'
hidemenu credits1
//*** when the player wins the game, play the the deisred credits music
//$player playsound credits2
//***********************************************************
//***********************************************************
//*** - These are variables used to set defaults for the credits script
//*** - These are all commented out, to change one, un-comment it and
//*** change it's value
//***********************************************************
//***********************************************************
//*** position variables on where to position the text on the screen
//level.section_xpos = 150 //*** section x position, where to place labels such as 'CAST'
//level.header_xpos = 150 //*** entry header x position, where to place labels such as 'Art Director'
//level.body_xpos = 340 //*** entry body x position, where to place the entry for lables such as 'Tadd Whomever'
//*** set the default colors for section text. Defaults to white
//level.credits_section_red = 0
//level.credits_section_green = 0
//level.credits_section_blue = 0
//*** set the default colors for sub_section text. Defaults to white
//level.credits_sub_section_red = 0
//level.credits_sub_section_green = 0
//level.credits_sub_section_blue = 0
//*** set the default colors for entry header text. Default is grey
//level.credits_entry_header_red = 0
//level.credits_entry_header_green = 0
//level.credits_entry_header_blue = 0
//*** set the default colors for entry body text. Default is grey
//level.credits_entry_body_red = .2
//level.credits_entry_body_green = .2
//level.credits_entry_body_blue = .2
//*** set the default font for section text. Default is handle-23
//level.credits_section_font = "handle-23"
//*** set the default font for sub_section text. Default is handle-22
//level.credits_sub_section_font = "handle-22"
//*** set the default font for entry header text. Default is handle-18
//level.credits_entry_header_font = "handle-18"
//*** set the default font for entry body text. Default is handle-18
//level.credits_entry_body_font = "handle-18"
//*** sets the time it takes for an entry to scroll up the screen in seconds
//*** this is based on going up 480 units, so this includes the time it takes to clear the borders.
//*** Default is 15 seconds
//level.credits_scrolltime = 17
//***********************************************************
//***********************************************************
//*** launch the credits setup thread first
waitthread global/credits.scr::credits_setup
//*** this script file contains all the data to display on the screen
waitthread global/credits_data.scr::credits_start
$player waittill sounddone
wait 2
$player playsound credits1 wait
$player waittill sounddone
$player playsound credits1 wait
$player waittill sounddone
$player playsound credits1 wait
$player waittill sounddone
$player playsound credits1 wait
$player waittill sounddone
$player playsound credits1 wait
$player waittill sounddone
end

andbsptransition( String next_map )
Transitions to the next BSP. Keeps player data, and game data.
leveltransition( String next_map )
Transitions to the next Level. Statistics to Map Loading, does not keep player data or game data.