06-03-2012, 04:35 PM
So time ago I was literally "playing" with the Level Editor to view Amnesia maps. I found this "servant_grunt_2"...
...near the only accessible door for the gallery after you get the CaveIn quest. Today now I decided to look up the script.
Here's what I found.
When you re-enter the gallery to get the door to the Hub, you can notice this monster on the right by crossing this area: "AreaActivateLiveGrunt_1"
The blue circled grunt is "servant_grunt_1".
And at its door there is this area called "AreaActivateLiveGrunt_2".
But...
Aka: If you go to area 1, area 2 will be deactivated and viceversa.
But you can only cross area 1 so area 2 would be eventually disabled, I have checked, it's impossible to cross area 2 first.
Maybe I did something wrong? maybe there's a secret passage or just an easy way that I haven't found out yet? (because my pathfinding kind of sucks haha)
How to enable servant_grunt_2? Frictional Games don't overload their script putting random enemies that won't even show up in any way, :/ (not talking about /* */ scripts and talking about grunts getting a cup of tea together LOL)
...near the only accessible door for the gallery after you get the CaveIn quest. Today now I decided to look up the script.
Here's what I found.
Code:
/*When leaving the library, complete quest and activate some Grunt event areas */void CollideQuestDone(string &in asParent, string &in asChild, int alState){ CompleteQuest("03cavein", "03CaveIn"); PlaySoundAtEntity("growl", "03_amb_idle", "AreaGrunt_3", 0.5f, false); SetEntityActive("AreaActivateLiveGrunt_1", true); SetEntityActive("AreaActivateLiveGrunt_2", true);When you re-enter the gallery to get the door to the Hub, you can notice this monster on the right by crossing this area: "AreaActivateLiveGrunt_1"
The blue circled grunt is "servant_grunt_1".
And at its door there is this area called "AreaActivateLiveGrunt_2".
But...
Code:
void CollideActivateLiveGrunt(string &in asParent, string &in asChild, int alState){ if(asChild == "AreaActivateLiveGrunt_1"){ SetEntityActive("servant_grunt_1", true); SetEntityActive("AreaActivateLiveGrunt_2", false); } else{ SetEntityActive("servant_grunt_2", true); SetEntityActive("AreaActivateLiveGrunt_1", false); }Aka: If you go to area 1, area 2 will be deactivated and viceversa.
But you can only cross area 1 so area 2 would be eventually disabled, I have checked, it's impossible to cross area 2 first.
Maybe I did something wrong? maybe there's a secret passage or just an easy way that I haven't found out yet? (because my pathfinding kind of sucks haha)
How to enable servant_grunt_2? Frictional Games don't overload their script putting random enemies that won't even show up in any way, :/ (not talking about /* */ scripts and talking about grunts getting a cup of tea together LOL)
