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[SCRIPT] activating monster on script area - 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: [SCRIPT] activating monster on script area (/thread-14406.html) |
activating monster on script area - zombiehacker595 - 04-01-2012 so how do i activate a monster when i step on the script area i can do it when i pick up key but i tested the script area and it didnt work this is my script. void OnStart() { SetEntityPlayerInteractCallback("ScriptArea_1", "ActivateMonster", true); } void ActivateMonster(string &in item) { SetEntityActive("servant_grunt_1", true); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "Idle"); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "Idle"); } void OnEnter() { { void OnLeave() } so what do i have to change to get him to activate i also changed it to a hullicination so would i have to change parts of the script for that aswell? thanks ![]() RE: activating monster on script area - flamez3 - 04-01-2012 Change SetEntityPlayerInteractCallback("ScriptArea_1", "ActivateMonster", true); To AddEntityCollideCallback("Player", "ScriptArea_1", "ActivateMonster", true, 1); and void ActivateMonster(string &in item) to void ActivateMonster(string &in asParent, string &in asChild, int alState) RE: activating monster on script area - zombiehacker595 - 04-01-2012 works great thanks ![]() |