void OnStart() { AddEntityCollideCallback("Player", "script_slam", "DoorClose", true, 1); AddEntityCollideCallback("Player", "Sir?", "Hello", true, 1); AddEntityCollideCallback("Myboi", "MonsterPlzStahp2", "Stahp", true, 1); AddEntityCollideCallback("Player", "DisableMonster", "QuietYou", true, 1); } void OnEnter() { } //=========================================== // This runs when the player leaves the map void OnLeave() { } void QuietYou(string& asName, bool abDisabled) { SetEnemyDisableTriggers("Myboi", false); } void DoorDelay(string& asName, float afTime, string& asFunction) { AddTimer("WaitForIt", 4, "DoorClose"); } void DoorClose(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("mansion_4", true, true); PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false); PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false); GiveSanityDamage(5.0f, true); } void Hello(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("NothingScaryYet", "enemy_hallucination_disappear.snt", "Player", 0, false); AddTimer("Conversation", 15, "Attack"); } void Attack(string& asName, bool abDisabled) { SetEnemyDisableTriggers("Myboi", true); AddEnemyPatrolNode("Myboi", "MoveHerePlease1", 0, ""); } void Stahp(string &in asParent, string &in asChild, int alState) { SetEntityActive("Myboi", false); }