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Full Version: Same script... really!?
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Okay so I got 2 monsters in the same map, and ofc you have to use this script:
void MonsterFunction(string &in asParent, string &in asChild, int alState)
As far as I know.. but when I launch the game it says it's already there like, it dos'nt like me adding it again.... what's up with that?
The script is like this:
//Foodstorage grunt
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt_foodstorage", true);
ShowEnemyPlayerPosition("grunt_foodstorage");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_8", 0, "");
}
void Despawngrunt_foodstorage(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("grunt_foodstorage", false);
}
//Penumbra dog
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("guard_dog", true);
ShowEnemyPlayerPosition("guard_dog");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_15", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_16", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_17", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_18", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_19", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_20", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_21", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_22", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_23", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_24", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_25", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_26", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_27", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_28", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_29", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_30", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_31", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_32", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_33", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_34", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_35", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_36", 0, "");
Change one of the MonsterFunction to MonsterFucntion2. Also do this in the callback aswell.
(03-02-2012, 11:10 AM)flamez3 Wrote: [ -> ]Change one of the MonsterFunction to MonsterFucntion2. Also do this in the callback aswell.
Oohhh, you can add numbers... nice, thx dude


(03-02-2012, 11:11 AM)Saren Wrote: [ -> ]Oohhh, you can add numbers... nice, thx dude

Or you can do it all in the same function, which is the practical way of doing it given the purpose of the function, and rely on the parent and child variables to determine what to do.