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+---- Thread: Oh man.... (/thread-8852.html)
I try not to bother anyone but I decided to make an account and ask for help with this script that wont work. I probably made a simple and dumb mistake but here is the script:
Code:
////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player" , "Monster_Walk_Trigger" , "MonsterWalk1" , true , 1);
AddEntityCollideCallback("Player" , "Monster_Walk_Trigger" , "AddEnemyPatrolNode" , true , 1);
}
Wow, I feel stupid now.
Another question, I want the monster to go on another path when I spawn him again later in the level and hit a couple of nodes, how would I get it to work? When I tried this, the game crashes:
Hello, nice to meet you. To your latest question, you should try to spawn a completely different monster aside from your first two monsters by adding an monster entity called, for example, "Monster3".
(06-28-2011, 05:21 PM)Kyle Wrote: Hello, nice to meet you. To your latest question, you should try to spawn a completely different monster aside from your first two monsters by adding an monster entity called, for example, "Monster3".
I want one monster to follow that path though, wont it look weird if a monster spawns in its place?
(06-28-2011, 04:22 PM)AlexRobillard Wrote: Wow, I feel stupid now.
Another question, I want the monster to go on another path when I spawn him again later in the level and hit a couple of nodes, how would I get it to work?
Thanks again.
While doing this you're going to use two different functions, right?
My point being; it's two different functions. The first tells him to go to one place, and the other one tells him to go to another place - this means that when the second happens (assuming he've been deactivated in another script area), he won't follow the first path nodes.