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Full Version: OnAutoDisabled conditions
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I'm wondering if anyone knows all the conditions required for enemy callbacks to trigger with "OnAutoDisabled" for its type. Apparently, the game automatically deactivating the monster is not enough to trigger the callback.
When player dies and respawns?
Nope, while still alive. Sometimes the callback gets triggered, but most of the time it doesn't.
After being activated, when player gets far enough for monster to be deactivated?
I'm just trying to guess, I have no information.
It would appear that this issue is slightly related to this: http://www.frictionalgames.com/forum/thread-13140.html

Edit: Maybe not; this is too random...
(02-08-2012, 11:14 AM)Your Computer Wrote: [ -> ]It would appear that this issue is slightly related to this: http://www.frictionalgames.com/forum/thread-13140.html

Edit: Maybe not; this is too random...
Conditions for calling OnAutoDisabled.

if (IsAtLastPatrolNode() && ! IsSeenByPlayer && DistToPlayer > 10 && AutoRemoveAtPathEnd)

But only for the Grunt Enemy


Okay, i think i know how to handle my situation now, but is it safe to assume that AutoRemoveAtPathEnd is generally true (or a constant true)?
it defaults to true and can be overridden in the UserDefinedVariables section of the entity defintion (e.g. entities/enemy/servant_grunt/servant_grunt.ent )

This is overidden in the graveyard_corpse (ptest) and the enemy_suiter_basile and enemy_suiter_malo