Enemy spawning at an area - 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 (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Enemy spawning at an area (/thread-8256.html) |
Enemy spawning at an area - SLAMnesia - 05-26-2011 Im sure there have been threads similar to this one before, but I've searched with no avail. so heres my problem, its simple and do able i just dont know how: How do I make an enemy (water lurker) spawn/activate when I enter an area? I also want the player to look at the enemy but not lock the screen on the lurker cuz you'll need to turn and run. i made the area and lurker heres the names Area:lurkerspawn lurker:rawr any help is 200% appreciated thanks, as you can probably tell im relatively new to this stuff <3 RE: Enemy spawning at an area - palistov - 05-26-2011 To activate the entity, add a collide callback involving the player and a designated trigger area. Add this function to your OnStart: AddEntityCollideCallback("Player", "area_trigger_entity", "TriggerFunction", true, 1); //------------------------- To make the player look at it, place this function under TriggerFunction: StartPlayerLookAt("water_lurker", 3.0, 3.0, "LurkerSeen"); //------------------------ Lastly, add a third function, LurkerSeen, and place this function under it: StopPlayerLookAt(); //------------------------ If you have trouble piecing together your script post another reply, I'll lay out an entire script for you. RE: Enemy spawning at an area - xtron - 05-26-2011 Spoiler below!
Now. When you enter the "lurkerspawn" area the function "spawn_water_lurker" will get activated and a breathing sound will be played and the lurker named "rawr" will spawn and then your screen will automaticly move and look at "rawr" for 1sec then return to normal. |