Frictional Games Forum (read-only)

Full Version: Making a monster remain after it killed the player
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Good afternoon everyone ! 

I was simply wondering if there was a way to make a monster "survive" after it killed the player. I did not manage to find anything on this issue and I would like to know if it is possible ^^.

Or maybe with a resetprop function ? Though I doubt it'd work with enemies x)
the only thing i can think of is with the checkpoint function. This would simulate the persistence of an enemy.



void CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);

Sets a checkpoint at which the player will respawn in case he dies.
Callback syntax: void MyFunc(string &in asName, int alCount) 
Count is 0 on the first checkpoint load!

asName - the internal name
asStartPos - the name of the StartPos in the editor
asCallback - the function to call when the player dies/respawns
asDeathHintCat - the category of the death hint message to be used in the .lang file
asDeathHintEntry - the entry in the .lang file



Just use a function "asCallback" that activates an enemy near the respawn location.
I forgot about that : D !That's actually a really good thing, I could make a different monster spawn each time the player dies, so that he cannot really get used to the enemy's position.

Thanks very much for the help <3.
(01-19-2014, 02:18 PM)daortir Wrote: [ -> ]I forgot about that : D !That's actually a really good thing, I could make a different monster spawn each time the player dies, so that he cannot really get used to the enemy's position.

Thanks very much for the help <3.
no problem. :3