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OnAutoDisabled conditions - Printable Version

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+---- Thread: OnAutoDisabled conditions (/thread-11236.html)



OnAutoDisabled conditions - Your Computer - 11-08-2011

I'm wondering if anyone knows all the conditions required for enemy callbacks to trigger with "OnAutoDisabled" for its type. Apparently, the game automatically deactivating the monster is not enough to trigger the callback.


RE: OnAutoDisabled conditions - Tanshaydar - 11-08-2011

When player dies and respawns?


RE: OnAutoDisabled conditions - Your Computer - 11-08-2011

Nope, while still alive. Sometimes the callback gets triggered, but most of the time it doesn't.


RE: OnAutoDisabled conditions - Tanshaydar - 11-08-2011

After being activated, when player gets far enough for monster to be deactivated?
I'm just trying to guess, I have no information.



RE: OnAutoDisabled conditions - Your Computer - 02-08-2012

It would appear that this issue is slightly related to this: http://www.frictionalgames.com/forum/thread-13140.html

Edit: Maybe not; this is too random...


RE: OnAutoDisabled conditions - Urkle - 03-15-2012

(02-08-2012, 11:14 AM)Your Computer Wrote: It would appear that this issue is slightly related to this: http://www.frictionalgames.com/forum/thread-13140.html

Edit: Maybe not; this is too random...
Conditions for calling OnAutoDisabled.

if (IsAtLastPatrolNode() && ! IsSeenByPlayer && DistToPlayer > 10 && AutoRemoveAtPathEnd)

But only for the Grunt Enemy





RE: OnAutoDisabled conditions - Your Computer - 03-15-2012

Okay, i think i know how to handle my situation now, but is it safe to assume that AutoRemoveAtPathEnd is generally true (or a constant true)?


RE: OnAutoDisabled conditions - Urkle - 03-15-2012

it defaults to true and can be overridden in the UserDefinedVariables section of the entity defintion (e.g. entities/enemy/servant_grunt/servant_grunt.ent )

This is overidden in the graveyard_corpse (ptest) and the enemy_suiter_basile and enemy_suiter_malo