Player look at script - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Player look at script (/thread-13889.html) |
Player look at script - Shives - 03-10-2012 Hi I've got a question How to script following: If the player looks at the enemy the Path nodes should be cleared I can't find the syntax to do it RE: Player look at script - Mackiiboy - 03-10-2012 (03-10-2012, 08:57 AM)Shives Wrote: Hi. void SetEntityPlayerLookAtCallback(string& asName, string& asCallback, bool abRemoveWhenLookedAt); Calls a function when the player looks at a certain entity. Callback syntax: void MyFunc(string &in asEntity, int alState) <-Do not forget to use this syntax alState: 1 = looking, -1 = not looking asName - internal name asCallback - function to call abRemoveWhenLookedAt - determines whether the callback should be removed when the player looked at the entity And put this in the called function, it clears the current path of patrol nodes of the enemy: ClearEnemyPatrolNodes(string& asEnemyName); RE: Player look at script - Shives - 03-11-2012 when I want to put it in an "If" Should it looks like this? if (SetEntityPlayerLookAtCallback(grunt_1, Monster, false); |