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Magical Grunts? - 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: Magical Grunts? (/thread-16445.html) |
Magical Grunts? - Jagsrs28 - 06-23-2012 I am new to scripting, but how do you get a Grunt to magicaly pop up out of mid air by walking into a certain area? I had an idea of walking down a medium sized hall way and a grunt pop up out of mid air about 5 feet away from you and then disappear. How do I do that? All I know is set the Grunt to a poofer. And set up an area close to where the Grunt is supposed to magicaly pop up. RE: Magical Grunts? - lothabread - 06-23-2012 void OnStart() { AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1); } void MonsterFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("enemy_suitor_malo_1", true); ShowEnemyPlayerPosition("enemy_suitor_malo_1"); AddEnemyPatrolNode("enemy_suitor_malo_1", "PathNodeArea_1", 2, ""); AddEnemyPatrolNode("enemy_suitor_malo_1", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("enemy_suitor_malo_1", "PathNodeArea_3", 0, ""); AddEnemyPatrolNode("enemy_suitor_malo_1", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("enemy_suitor_malo_1", "PathNodeArea_6", 0, ""); AddEnemyPatrolNode("enemy_suitor_malo_1", "PathNodeArea_7", 0, ""); } just change enemy_suitor_malo_1 name to name of your grunt ^^ hope i helped as for an explanation. set a script area and rename it MonsterFunction, set grunt inactive and use the script above ![]() |