Disable enemy triggers - 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: Disable enemy triggers (/thread-20463.html) Pages:
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Disable enemy triggers - Knusper. - 02-23-2013 Hey all, This is my first thread and I hope its in the rigt topic ... I have a problem on my new custom story. Some of the grunts on my map shall be not able to react to the player, so that you can go near to them and they dont attac you. first I read much about "disableenemytrigger". There is a button on the enemys page in the editor. And I made a script to disable them. But then the monsters disappear. Is there a way to do this? Do I have to make scripts or change the enemys settings? Thx for reading, Knusper RE: Disable enemy triggers - MulleDK19 - 02-23-2013 What's your script? You need to use SetEnemyDisableTriggers. RE: Disable enemy triggers - Knusper. - 02-23-2013 here: SetEnemyDisableTriggers("servant_grunt_1", true); i used it but the enemys are just not there anymore. do I have to put it to void on start? I only put it like this: void laterne(string &in asName, int alCount) { RemoveItem("lantern_1"); SetEnemyDisableTriggers("servant_grunt_1", true); //monster off } thx for answer RE: Disable enemy triggers - PutraenusAlivius - 02-23-2013 Go to the Grunt's properties, check the box for "Disable Enemy Triggers." Or something like that. And then de-active it. Deactivating them will make them cannot be seen. RE: Disable enemy triggers - Knusper. - 02-23-2013 thx for answer I tried it with "Disable Enemy Triggers" and it didnt work. What exactly do you mean with de-active? (sorry, im a beginner) RE: Disable enemy triggers - PutraenusAlivius - 02-23-2013 (02-23-2013, 10:33 AM)Knusper. Wrote: thx for answerBelow the enemy's name, theres a box that says "Active". Unchecking it will make the monster look blurred in the Level Editor, but is invisible in-game. RE: Disable enemy triggers - 343 - 02-23-2013 (02-23-2013, 10:47 AM)JustAnotherPlayer Wrote:(02-23-2013, 10:33 AM)Knusper. Wrote: thx for answerBelow the enemy's name, theres a box that says "Active". Unchecking it will make the monster look blurred in the Level Editor, but is invisible in-game. That's not what he wants the Grunt to be. He wanted to make Grunt to not see him. Tell me if im wrong, still tired. To answer on your question, I can't. I got no access to my real PC atm. RE: Disable enemy triggers - Knusper. - 02-23-2013 343 is right. The monster should be seen by you, but it should not see the player. something like a friendly enemy. RE: Disable enemy triggers - PutraenusAlivius - 02-23-2013 (02-23-2013, 01:47 PM)Knusper. Wrote: 343 is right.Check the box named, "Disable Triggers" on the Grunt's properties in the Level Editor. RE: Disable enemy triggers - tonitoni1998 - 02-23-2013 When the monster is deactive in the editor it is completely not there until you activate it. You can put SetEnemyDisableTriggers everywhere (i guess). Maybe its because you dont have pathnodes? When you dont look at the monster and there are no pathondes left it disappears |