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Grunt disappearing - naseem142 - 10-09-2012 How can i make the grunt "disappear" if he didn't find the player after 15 seconds? Thank you. RE: Grunt disappearing - Robby - 10-09-2012 You use a timer that triggers after 15 seconds, and then you use the "SetEntityActive" function. Details: AddTimer("", 15.0f, "GruntDisable"); void GruntDisable(string &in asTimer) { SetEntityActive("Grunt_Name", false); } Add the timer function to the event script that triggers the monster's spawn. RE: Grunt disappearing - Lizard - 10-09-2012 (10-09-2012, 03:26 PM)naseem142 Wrote: How can i make the grunt "disappear" if he didn't find the player after 15 seconds?you could add a timer, with makes him disappear example Void OnStart() { AddTimer("timers name", "number of second", "function to call when the time has passed"); } void function(string &in asTimer) { SetEntityActive("name of monster", false); (false for making him dissapear) } RE: Grunt disappearing - naseem142 - 10-09-2012 (10-09-2012, 03:34 PM)ZereboO Wrote:I'm not sure where do i put them in the lines , i started creating my map yesterday.(10-09-2012, 03:26 PM)naseem142 Wrote: How can i make the grunt "disappear" if he didn't find the player after 15 seconds?you could add a timer, with makes him disappear I tried to put it where i think it belongs but i got an error. :/ RE: Grunt disappearing - Robby - 10-09-2012 What's the error?. Otherwise "we" can't help. RE: Grunt disappearing - naseem142 - 10-09-2012 (10-09-2012, 04:06 PM)Nemet Robert Wrote: What's the error?. Otherwise "we" can't help.I'm getting different errors whenever i try to put them. I'm a noob :c void OnStart() { AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true); AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1); SetEntityCallbackFunc("key_1", "OnPickup"); } void UsedKeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("locked_door1", false, true); PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false); RemoveItem("key_1"); } void OnPickup(string &in asEntity, string &in type) { SetEntityActive("servant_grunt_1", true); ShowEnemyPlayerPosition("servant_grunt_1"); } void DoorLockedPlayer(string &in entity) { if(GetSwingDoorLocked("gruntdoorss") == true) { SetMessage("Messages", "gruntdoor", 0); } } ////////////////////////////////////////////////////////////////// void OnEnter() { AddUseItemCallback("", "trap", "locked_door1", "Trapitup", true); SetEntityCallbackFunc("trap", "OnPickup1"); } void Trapitup(string &in asItem, string &in asEntity) { SetSwingDoorLocked("locked_door1", false, true); PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false); RemoveItem("trap"); } void OnPickup1(string &in asEntity, string &in type) { SetEntityActive("1", true); ShowEnemyPlayerPosition("1"); SetEntityActive("2", true); ShowEnemyPlayerPosition("2"); SetEntityActive("3", true); ShowEnemyPlayerPosition("3"); SetEntityActive("4", true); ShowEnemyPlayerPosition("4"); SetEntityActive("5", true); ShowEnemyPlayerPosition("5"); } //////////////////////////////////////////////////////////////////////////////////// void Explode(string &in asParent, string &in asChild, int alState) { SetPropHealth("vase_1", 0); SetPropHealth("vase_2", 0); } ////////////////////////////////////////////////////////////////////////////////////// RE: Grunt disappearing - Robby - 10-09-2012 void OnStart() { AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true); AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1); SetEntityCallbackFunc("key_1", "OnPickup"); } void UsedKeyOnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("locked_door1", false, true); PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false); RemoveItem("key_1"); } void OnPickup(string &in asEntity, string &in type) { SetEntityActive("servant_grunt_1", true); AddTimer("", 15.0f, "GruntDisable"); ShowEnemyPlayerPosition("servant_grunt_1"); } void GruntDisable(string &in asTimer) { SetEntityActive("servant_grunt_1", false); } void DoorLockedPlayer(string &in entity) { if(GetSwingDoorLocked("gruntdoorss") == true) { SetMessage("Messages", "gruntdoor", 0); } } ////////////////////////////////////////////////////////////////// void OnEnter() { AddUseItemCallback("", "trap", "locked_door1", "Trapitup", true); SetEntityCallbackFunc("trap", "OnPickup1"); } void Trapitup(string &in asItem, string &in asEntity) { SetSwingDoorLocked("locked_door1", false, true); PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false); RemoveItem("trap"); } void OnPickup1(string &in asEntity, string &in type) { SetEntityActive("1", true); ShowEnemyPlayerPosition("1"); SetEntityActive("2", true); ShowEnemyPlayerPosition("2"); SetEntityActive("3", true); ShowEnemyPlayerPosition("3"); SetEntityActive("4", true); ShowEnemyPlayerPosition("4"); SetEntityActive("5", true); ShowEnemyPlayerPosition("5"); } //////////////////////////////////////////////////////////////////////////////////// void Explode(string &in asParent, string &in asChild, int alState) { SetPropHealth("vase_1", 0); SetPropHealth("vase_2", 0); } ////////////////////////////////////////////////////////////////////////////////////// RE: Grunt disappearing - naseem142 - 10-09-2012 (10-09-2012, 04:10 PM)Nemet Robert Wrote: void OnStart()thank you |