Credits

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Fracture
797 Posts
Posted Apr 20, 2012
I have looked at all the info on credits and i cannot for the life of me get them to work. I suck at scripting and i have no idea what i am doing.

I just want credits to appear at the beginning of the map.

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BenVlodgi
633 Posts
Posted Apr 20, 2012
Replied 1 hour later
How many people worked on this map?
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Lpfreaky90
2,842 Posts
Posted Apr 20, 2012
Replied 1 hour later
II think you want to use a env_text or something similar.
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ChickenMobile
2,460 Posts
Posted Apr 20, 2012
Replied 1 hour later
I made a credit script for this such purpose. Check out Credits

If you only want to display a few texts, you will need to edit it so then the game doesn't fade and end once they have finished.

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Fracture
797 Posts
Posted Apr 20, 2012
Replied 5 hours later
that was exactley the file i was messing around with and i couldnt figure out why it wouldnt display. I checked the threads that you had replied to refering to it and i couldnt seem to make it show up
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Lpfreaky90
2,842 Posts
Posted Apr 20, 2012
Replied 43 minutes later

Fracture wrote:
that was exactley the file i was messing around with and i couldnt figure out why it wouldnt display. I checked the threads that you had replied to refering to it and i couldnt seem to make it show up

If that was the file you were messing around with it would've been better if you asked it there, you're more likely to get a reply from the person who uploaded it. I can't look into it now, if I can I'll let you know :smile:

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Fracture
797 Posts
Posted Apr 20, 2012
Replied 51 minutes later
yeah i guess that would have been the better idea. i just didnt think an old thread from may of 2011 was going to get noticed. I'm weird like that, but that is besides the point. :p

Trigger is set as this; onTrigger/credits/instance:DisplayCredits;Trigger

I removed the fade from the .VMF and i then looked at the.nut file and tried replacing and removing some lines ABOVE the area i was not supposed to touch. I wasn't sure what parts i was supposed to edit, but this is what it looks like

||// ====================================================
// = CUSTOM CREDITS MADE BY CHICKENMOBILE
// = INSTANCE TO USE IS CHICKEN_INSTANCES/CREDITS.VMF.
// = To start the credits -> 'Trigger' @DisplayCredits through the instance
// ====================================================
DBG <- 0 //Turns debug statements on or off

// This holds all the lines for the credits. New lines within each game_text are added using \n
// 'Hold' is how long the text stays on the screen after the text has faded in
// 'Delay' is how long it stays black before the wanted text appears
// 'reversed' will swap the default position of the title with the subtitle
// 'position' manually sets the position of the title. I suggest you don't put 'reversed' and 'position' together
CREDITS <- [
{ title_text = "TITLE", subtitle_text = "Full of Empty", reversed = true, delay = 2, hold = 5 },
{ title_text = "CREATED BY", subtitle_text = "Fracture", delay = 2, hold = 4 },
{ title_text = "SPECIAL THANKS TO", subtitle_text = "www.thinking.withportals.com", delay = 2, hold = 4 },||

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ChickenMobile
2,460 Posts
Posted Apr 20, 2012
Replied 7 hours later

Fracture wrote:
yeah i guess that would have been the better idea. i just didnt think an old thread from may of 2011 was going to get noticed. I'm weird like that, but that is besides the point. :p

Trigger is set as this; onTrigger/credits/instance:DisplayCredits;Trigger

I removed the fade from the .VMF and i then looked at the.nut file and tried replacing and removing some lines ABOVE the area i was not supposed to touch. I wasn't sure what parts i was supposed to edit, but this is what it looks like

||// ====================================================
// = CUSTOM CREDITS MADE BY CHICKENMOBILE
// = INSTANCE TO USE IS CHICKEN_INSTANCES/CREDITS.VMF.
// = To start the credits -> 'Trigger' @DisplayCredits through the instance
// ====================================================
DBG <- 0 //Turns debug statements on or off

// This holds all the lines for the credits. New lines within each game_text are added using \n
// 'Hold' is how long the text stays on the screen after the text has faded in
// 'Delay' is how long it stays black before the wanted text appears
// 'reversed' will swap the default position of the title with the subtitle
// 'position' manually sets the position of the title. I suggest you don't put 'reversed' and 'position' together
CREDITS <- [
{ title_text = "TITLE", subtitle_text = "Full of Empty", reversed = true, delay = 2, hold = 5 },
{ title_text = "CREATED BY", subtitle_text = "Fracture", delay = 2, hold = 4 },
{ title_text = "SPECIAL THANKS TO", subtitle_text = "www.thinking.withportals.com", delay = 2, hold = 4 },||

Looks fine to me. Perhaps you can upload your map (or just the part with the credits) so I can see what's possibly wrong)

Quick question: Are you getting a: "The function NAME() does not exist" error in your console? - and straight after your CREDITS is there a "]" after it? (very important)

EDIT: why did you think my credits was an old post? I made it only a couple of weeks ago.

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Fracture
797 Posts
Posted Apr 21, 2012
Replied 2 hours later
The post i previously looked into was from MAY of 2011. But aside from that, It would seem that I merely misplaced the scripting file that the .VMF required to function properly. I moved it and edited the required text as needed

ALL things seemed to be accounted for and everything has been tested in numeration. I believe this map may very well be finished, that is to say, the first version of it.

Let me know what you think of it. :smile:

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ChickenMobile
2,460 Posts
Posted Apr 21, 2012
Replied 7 hours later

Its ok. Looks like it was in fullbright though. Is it?

A few annoyances:

  • The turrets in the laser receptacle room cannot be picked up. I jumped on them to make them fall over and deactivate.- Use a ramp for that place with the glass stairs! (rage)- I didn't know you had to collect those balls. Probably just me.
    Also when you release the map you will need to include the credit script with it. To make sure that your script doesn't clash with anyone else's who uses the credit script, make sure you change the paths of the script in the instance as well as moving it to the correct folder (I think you learned :biggrin:).
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Fracture
797 Posts
Posted Apr 21, 2012
Replied 5 hours later
i thought the script was just integrated in the .bsp ._.

Okay i think i got it, this good?

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ChickenMobile
2,460 Posts
Posted Apr 23, 2012
Replied 1 day later
If I knew you only wanted one line I would have suggested to just use 2 game_texts. You silly!
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Fracture
797 Posts
Posted Apr 24, 2012
Replied 22 hours later
yeah i tried those as well, couldn't figure them out. infact I dont even know why they are in the .vmf

either way i got it working like i wanted, but here is a newer version incase you havent seen it on the downloads page

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Lpfreaky90
2,842 Posts
Posted Apr 24, 2012
Replied 2 hours later

Fracture wrote:
yeah i tried those as well, couldn't figure them out. infact I dont even know why they are in the .vmf

seriously? how hard can it be: https://developer.valvesoftware.com/wiki/Game_text

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Fracture
797 Posts
Posted Apr 24, 2012
Replied 11 hours later
luls, I think I had the wrong output in the whole time.

wait, if that is all I would need, why bother script any credits at all?

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Lpfreaky90
2,842 Posts
Posted Apr 24, 2012
Replied 16 minutes later

Fracture wrote:
luls, I think I had the wrong output in the whole time.

wait, if that is all I would need, why bother script any credits at all?

Because this script is intended for full credits. For example at the end of a mod, that's much more then just one line :lol:

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Fracture
797 Posts
Posted Apr 24, 2012
Replied 25 minutes later
well, why not multiple texts?
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Spam Nugget
492 Posts
Posted Apr 24, 2012
Replied 5 minutes later
Because its possible you could have a whole heap of things to put into the credits, as such it would be easier to use the script.
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ChickenMobile
2,460 Posts
Posted Apr 24, 2012
Replied 3 hours later

Fracture wrote:
luls, I think I had the wrong output in the whole time.

wait, if that is all I would need, why bother script any credits at all?

The whole point in credits is to display multiple names at different times. With this, it would make displaying the credits 100000x easier because everything is automatically timed to your script (such as the title and subtitle fading at the same time when the effect is 'scanning').

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Fracture
797 Posts
Posted Apr 24, 2012
Replied 1 hour later
i will leave it in, then. I am already working on a new map. Just a little minigame for the coop crowd. Those brits are hilarious :biggrin: