Triggering the Brute - 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: Triggering the Brute (/thread-19767.html) |
Triggering the Brute - CarnivorousJelly - 01-01-2013 I've been working on this for quite a while - the room has taken me a couple weeks to prepare visually (probably because I'm a nooblette) and I've been procrastinating on the scripting. I took a look at the scripts for Amnesia where they triggered the grunt in the Archives (jump-scare after cave-in) and got this far with the script: --------------------------------------------------------------------- void OnStart (string &in asParent, string &in asChild, int alState) { SetEntityActive ("monster_trigger", true); } void OnStart () { AddEnemyPatrolNode("brute", "PathNodeArea_2", 0.0f, ""); AddEntityCollideCallback ("Player", "monster_trigger" ---------------------------------------------------------------------- I'm not sure if any of that is correct. This is the area I'm working with: There's a door leading from an entrance-hall to this room, but it wouldn't give the player enough time to hide if I triggered the monster upon having the player break the wall. Instead, I placed a script area (named monster_trigger) inside the secret room to force the player to hide in there until the monster (named brute) disappears. So I guess my main question is: how do I trigger an entity to activate upon player collision with a script area? If you have the time, I would also like to know how to make him disappear when he reaches the end of the pathnodes. Thanks for being patient with me! RE: Triggering the Brute - Rapture - 01-02-2013 Why can't I paste the code in properly? It takes away spaces and removes certain parts of the code. Code: void OnStart() Use "AddEntityCollideCallback" if you want to check for entity collision. In the void OnStart() { } we will put in any AddEntityCollideCallback's. The first one, when the player walks into the Area, the second one is for the Brute, when he walks into his Area. //************** Oh and for your room, since you have such bright billboards. Throw in two more PointLights. The first one should be large (Approximately 9-11 Radius, but change it if needed.) with a really dimmed orange/yellow color. About 15-25% of the power light level of the billboards is good. While the second one is half the Radius size with about 40-50% light level. Both PointLights should be placed close to where the billboards are. Light bounces off the wall and should leak around the room. Yours has a really bright spot and the rest of the room is rather dark. RE: Triggering the Brute - CarnivorousJelly - 01-04-2013 I got it! Thank you so much Scared myself testing the map, but it'll be worth it. I also got rid of a few billboards and added a few point lights as suggested, it looks much prettier now. |