Patrol 2 enemy - 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: Patrol 2 enemy (/thread-18142.html) |
Patrol 2 enemy - nemero - 09-03-2012 Hi, I would like to do it on one map, patrol 2 enemies in other places. I created in level editor scriptarena 1 that make enemy 1 spawn. I found and applied to: void OnStart() { AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1); } void MonsterFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_grunt_1", true); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 4, ""); } and it works. Now I would like to do that for the second place. I scriptarena 2 and the enemy2, patchnote 11-15. How to do to make it work, first and second together? RE: Patrol 2 enemy - Steve - 09-03-2012 well just... void OnStart() { AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1); AddEntityCollideCallback("Player", "PlayerCollideTwo", "MonsterFunctionTwo", true, 1); } void MonsterFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_grunt_1", true); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, ""); AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 4, ""); } void MonsterFunctionTwo(string &in asParent, string &in asChild, int alState) { SetEntityActive("servant_grunt_2", true); AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_11", 2, ""); AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_12", 0, ""); AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_13", 0, ""); AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_14", 0, ""); AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_15", 0, ""); } RE: Patrol 2 enemy - The chaser - 09-03-2012 What do you mean? If you want the monster to follow a path and disappear, it's very simple. void OnStart() AddEntityCollideCallback("Player", "ScriptCollide", "Mons", true, 1); AddEntityCollideCallback("Monster", "Erase area", "Disa", true, 1); void Mons (string &in asParent, string &in asChild, int alState) { SetEntityActive("Monster", true); AddEnemyPatrolNode("Monster", "PathNodeArea_1", 0, ""); AddEnemyPatrolNode("Monster", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("Monster", "PathNodeArea_3", 0, ""); AddEnemyPatrolNode("Monster", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("Monster", "PathNodeArea_5", 0, ""); (Where the Erase area is set) } void Disa(string &in asParent, string &in asChild, int alState) { SetEntityActive("Monster", false); } If you want them to patrol, so they are always there, moving, I have a more complicated system. RE: Patrol 2 enemy - nemero - 09-04-2012 thx steve it is what I meant end 1 more question. For monster waterlurker I need to create water on the floor? RE: Patrol 2 enemy - FlawlessHappiness - 09-04-2012 Yea search on how to make water. You figure it out, but remember to place pathnodes everywhere the Kaernk could get stuck |