The Custom Level Example, By olzhas1one and Tabijaky.

Report RSS How to make a Custom Level for Behead The Undead 2

How to make a Custom Level for Behead The Undead 2.

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How to make your own custom map for Behead the Undead 2


Door Codes:

//Gold Key Door

script 1 (void)
{
if (CheckInventory ("BlueKey_a") == 1)
{
//Action here
}
else
{
SetHudSize(640, 480, 0);
SetFont("SMALLFONT");
HudMessage(s:"Locked by Gold.";
HUDMSG_FADEOUT, 1, CR_WHITE, 320.0, 340.0, 1.0, 0.5);
AmbientSound ("doorlock",75);
}
}

//Silver Key Door

script 1 (void)
{
if (CheckInventory ("RedKey_a") == 1)
{
//Action here
}
else
{
SetHudSize(640, 480, 0);
SetFont("SMALLFONT");
HudMessage(s:"Locked by Silver.";
HUDMSG_FADEOUT, 1, CR_WHITE, 320.0, 340.0, 1.0, 0.5);
AmbientSound ("doorlock",75);
}
}


//Locked Door
script 1 (void)
{
AmbientSound ("doorlock",75);
SetHudSize(640, 480, 0);
SetFont("SMALLFONT");
HudMessage(s:"Door won't budge";
HUDMSG_FADEOUT, 1, CR_WHITE, 320.0, 340.0, 1.0, 0.5);
}


Mapinfo File is found in the example:

//Techincal Level name (Must be the same as the techincal level name)
episode SHOW
{ //Actual menu name
name = "Pistolet Showdown"
}

//This is required to make your map selectable from the menu

//------------------------------------------------------------------------//

//This is the map definiton itself

//Techincal level name //Actual level name
map SHOW "Pistolet Showdown"
{
music = "HORDE" //Music that will play on the map
sky1 = "GRAYSKY" //Sky that will be used for the map
next = "BH201" //The next level (keep bh201 if you don't know what to put here)
par = 436 //Not required, ignore
}

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