Spawning 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 - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Spawning a monster (/thread-8760.html) |
Spawning a monster - Lontasm - 06-23-2011 Yes I know.. there is a lot of threads on the forums telling how to spawn a monster when enterin a ScriptArea... but I just dont get it.. been trying for hours and still dont get it... this is 2 random scripts which I've been trying to get working.... but the quiestion is.. what do I have to do in the editor... unchecked the "Active" box on the monster, but should I write something in the CallbackFunc on the grunt, or anything in the PlayerInterractCallback etc.?? I know the bottom one is not complete... just wanted to see if there is something wrnog here? void SpawnGrunt(string &in asParent , string &in asChild , int alState) { AddEntityCollideCallback("Player" , "SpawnGrunt" , "MonsterFunc1" , true , 1); } void MonsterFunc1(string &in asParent , string &in asChild , int alState) { SetEntityActive("servant_grunt" , true); } void CollideTest1(string &in asParent, string &in asChild, int alState) { SetEntityActive ("test1_grunt" true) } void test1_spawn(string &in asParent , string &in asChild , int alState) RE: Spawning a monster - rojkish - 06-23-2011 Yes there is. In the beginning of the script there should be one; Spoiler below!
When you've got these three, you write all your callbacks into the; //////////////////////////// // Run first time starting map void OnStart() { } if you now wanna make so the monster activates just copy this right here: Spoiler below!
RE: Spawning a monster - Lontasm - 06-23-2011 Thank you! Got it working |