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Same script... really!? - Printable Version

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+---- Thread: Same script... really!? (/thread-13703.html)



Same script... really!? - Saren - 03-02-2012

Okay so I got 2 monsters in the same map, and ofc you have to use this script:
void MonsterFunction(string &in asParent, string &in asChild, int alState)
As far as I know.. but when I launch the game it says it's already there like, it dos'nt like me adding it again.... what's up with that?
The script is like this:
//Foodstorage grunt
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt_foodstorage", true);
ShowEnemyPlayerPosition("grunt_foodstorage");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("grunt_foodstorage", "PathNodeArea_8", 0, "");
}
void Despawngrunt_foodstorage(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("grunt_foodstorage", false);
}
//Penumbra dog
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("guard_dog", true);
ShowEnemyPlayerPosition("guard_dog");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_15", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_16", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_17", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_18", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_19", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_20", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_21", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_22", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_23", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_24", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_25", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_26", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_27", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_28", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_29", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_30", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_31", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_32", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_33", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_34", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_35", 0, "");
AddEnemyPatrolNode("guard_dog", "PathNodeArea_36", 0, "");



RE: Same script... really!? - flamez3 - 03-02-2012

Change one of the MonsterFunction to MonsterFucntion2. Also do this in the callback aswell.


RE: Same script... really!? - Saren - 03-02-2012

(03-02-2012, 11:10 AM)flamez3 Wrote: Change one of the MonsterFunction to MonsterFucntion2. Also do this in the callback aswell.
Oohhh, you can add numbers... nice, thx dude





RE: Same script... really!? - Your Computer - 03-02-2012

(03-02-2012, 11:11 AM)Saren Wrote: Oohhh, you can add numbers... nice, thx dude

Or you can do it all in the same function, which is the practical way of doing it given the purpose of the function, and rely on the parent and child variables to determine what to do.