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Full Version: No monster spawn
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Ok, so im trying to make it so that when a key is picked up, a monster spawns. everything goes well, but the monster never spawns. this is the code i have.

Code:
void OnStart()
{
SetEntityPlayerInteractCallback("Monster_Key_1", "Spawn_Monster", true);
}

void Spawn_Monster(string &in entity)
{
SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_grunt_1", "Node_1", 0,"");
AddEnemyPatrolNode("servant_grunt_1", "Node_2", 0,"");
AddEnemyPatrolNode("servant_grunt_1", "Node_3", 0,"");
AddEnemyPatrolNode("servant_grunt_1", "Node_4", 0,"");
AddEnemyPatrolNode("servant_grunt_1", "Node_5", 0,"");
AddEnemyPatrolNode("servant_grunt_1", "Node_6", 0,"");
AddEnemyPatrolNode("servant_grunt_1", "Node_5", 0,"");
AddEnemyPatrolNode("servant_grunt_1", "Node_4", 0,"");
AddEnemyPatrolNode("servant_grunt_1", "Node_3", 0,"");
AddEnemyPatrolNode("servant_grunt_1", "Node_2", 0,"");
}

void MosterEnd(string &in asParent, string &in asChild, int alState)
{
     SetEntityActive("servant_grunt_1", false);
}
Is your enemy called "servant_brute_1" or "servant_grunt_1"? you are activating one and adding patrol nodes to the other?
(08-06-2011, 01:50 AM)Apjjm Wrote: [ -> ]Is your enemy called "servant_brute_1" or "servant_grunt_1"? you are activating one and adding patrol nodes to the other?

wow... cant belive i missed that... thaks for pointing it out!