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Insanity sound - Printable Version

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Pages: 1 2


RE: Insanity sound - Lars - 08-17-2015

(04-05-2015, 03:31 PM)Darkfire Wrote: Yes: The function that I called "CheckP" is called when you die. You see, when the monster entity is activated, the invisible/unactive one reappears after the active one vanishes. At least that is how I see it; it also may reappear when you die. Anyway, you get the point. If you want to see how FG made it in original, go to map 24_torture_choir_east.

What is wrong with this code?:

void OnStart()
{
SetEntityCallbackFunc("Note", "Spawn");
}

void Spawn(string &in asEntity, string &in type)
{
SetEntityActive("Monster", true);
ShowEnemyPlayerPosition("Monster");
CheckPoint ("C" "PlayerStartArea_2", "CheckP", "Hints"", "Normal");
}

void CheckP(string &in asName, int alCount)
{
SetEntityActive("Monster", true);
ShowEnemyPlayerPosition("Monster");
CheckPoint ("C" "PlayerStartArea_2", "CheckP", "Hints"", "Normal");
}
the error code is
main (10,60): ERR: Expected')' or ','


RE: Insanity sound - jens - 08-17-2015

missing a , between "C" and "PlayerStartArea_2" in the two Checkpoint(...)


RE: Insanity sound - Lars - 08-17-2015

(08-17-2015, 01:52 PM)jens Wrote: missing a , between "C" and "PlayerStartArea_2" in the two Checkpoint(...)


Ah thanks


RE: Insanity sound - Lars - 08-17-2015

I have another question. When you leave, for example map a, which has a monster following you in it and then return to that map: map a, the monster will be gone. How do you get that monster back when entering the same map you've already been in??


RE: Insanity sound - Slanderous - 08-17-2015

Place the monster function in Void OnEnter(), so it activates every time player enters the map.


RE: Insanity sound - Lars - 08-17-2015

(08-17-2015, 04:37 PM)Slanderous Wrote: Place the monster function in Void OnEnter(), so it activates every time player enters the map.

Thanks!