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Monster activation newb - zaggnut - 07-28-2012

i am trying to learn/practice scripting by activating a grunt and have it follow path nodes. i can load my map fine but when i enter the script area nothing happens. i believe the names of my entities/areas match between the .map and .hps .... i need someone that has mastered the dark arts of scripting

i spent like 2 hours trying to do this simple task. Angry
is there anything wrong with my syntax or something?


////////////////////////////
// Run first time starting map
void onstart()
{
AddEntityCollideCallback("Player", "Scr_enemyspawn1", "MonsterFunction", true, 1);
}

void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Grunt_1", true);
AddEnemyPatrolNode("Grunt_1", "PathNode_1", 0, "");
AddEnemyPatrolNode("Grunt_1", "PathNode_2", 0, "");
AddEnemyPatrolNode("Grunt_1", "PathNode_3", 0, "");
}

////////////////////////////
// Run when entering map

void OnEnter()
{

}

////////////////////////////
// Run when leaving map

void OnLeave()
{

}


RE: Monster activation newb - Kazakarumariou - 07-28-2012

void onstart()


void OnStart()


RE: Monster activation newb - FlawlessHappiness - 07-29-2012

Good thing to know is:

Monsters do follow pathnodes, even if they aren't in the script.
If you have a lot of pathnodes in every room and corridors, and set the monster to go to 1 specific pathnode then it will pass the closest pathnodes to get to the scripted one Wink


RE: Monster activation newb - zaggnut - 07-29-2012

(07-28-2012, 11:33 PM)Harthex Wrote: void onstart()


void OnStart()
thx for the "professional" help

Big Grin

(07-29-2012, 12:02 AM)beecake Wrote: Good thing to know is:

Monsters do follow pathnodes, even if they aren't in the script.
If you have a lot of pathnodes in every room and corridors, and set the monster to go to 1 specific pathnode then it will pass the closest pathnodes to get to the scripted one Wink
i'll keep that in mind when i am raging @ notepad++