Spawn a monster - 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: Spawn a monster (/thread-8620.html) |
Spawn a monster - Funman - 06-15-2011 Here is my code to spawn a monster: void OnStart() { AddEntityCollideCallback("Player" , "ScriptArea_1" , "MonsterFunc1" , true , 1); } void MonsterFunc1(string &in asParent , string &in asChild , int alState) { SetEntityActive("servant_grunt" , true); } What do I need to fill in the void MonsterFunc1 line to make it work? RE: Spawn a monster - Nye - 06-15-2011 Leave it as it is, it should work RE: Spawn a monster - Roenlond - 06-15-2011 Spawn an enemy in the editor, uncheck the active box and name him "servant_grunt" (crucial that it's exactly the same as in the code), spawn a script area named ScriptArea_1 and save the .hps as the same mapname+.hps and it should work. RE: Spawn a monster - Funman - 06-15-2011 Oh, I didn't know to uncheck the active box. Thanks! |