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Enemies Disappear - 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: Enemies Disappear (/thread-9023.html) |
Enemies Disappear - convolution223 - 07-08-2011 hello, this is my first time making a map with HPL2 and I noticed that whenever the player dies and respawns at the level start, all the enemies vanish. I tried putting the following in the .hps file but it doesn't seem to do anything: Code: void OnEnter() EDIT: "brute1" is what i called the brute in the level editor. and "brute1_Spawn" is the script area box i placed in the level editor. RE: Enemies Disappear - Paulpolska - 07-08-2011 Use "CheckPoint" RE: Enemies Disappear - convolution223 - 07-08-2011 (07-08-2011, 07:06 PM)Paulpolska Wrote: Use "CheckPoint" Could you please elaborate? Do I set up a checkpoint for the player to respawn back at the beginning of the level (I don't mind having the player respawn at the beginning, I just want the monsters back)? Or could I put the enemy's name in for "asName"? Or do I need to wrap my mind around "asCallback," like having the code I already have here being used as a Callback? Sorry if this is a lot of questions, I'm at the office and don't have access to my files here. RE: Enemies Disappear - convolution223 - 07-09-2011 Nevermind, I got it working now. Thanks for the nudge in the right direction. RE: Enemies Disappear - crosser3x - 07-09-2011 I am having the same trouble.. would you mind telling me what you did to solve the disappearing enemies? I get to spawn where i want to but the enemies and previous areas are already triggered ;S RE: Enemies Disappear - Im_Sexy - 07-10-2011 Im also interested in this... How did you do to avoid enemies disappearing when you die? RE: Enemies Disappear - AlexRobillard - 07-10-2011 I am just taking a guess here, but if you have it as Code: //////////////////////////// RE: Enemies Disappear - Khyrpa - 07-10-2011 I'll make this simple! When player comes from where ever to the area where you trigger something that can kill the player, you can put CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry); example script: /////////////// void OnStart() {AddEntityCollideCallback("Player", "ScriptArea_1", "KillPlayer", true, 1);} ////////////// void KillPlayer(string &in asParent, string &in asChild, int alState) {CheckPoint ("blehblah", "PlayerStartArea_1, "DoSomething", "", ""); GivePlayerDamage(666.0f, "Slash", true, true); } ////////////// void DoSomething(string &in asName, int alCount) {AddEntityCollideCallback("Player", "ScriptArea_1", "KillPlayer", true, 1);} That would kill the player again and again if he steps into one area. When AddEntityCollideCallback's abDeleteOnCollide - determines whether the callback after it was called is true ![]() So checkpoint makes sure that callback is called again after its been triggered once already It works fine with SetEntityActive("yourgruntsname", true); and patrolnodes RE: Enemies Disappear - Im_Sexy - 07-11-2011 Sorry to sound like an idiot... but where do i put that? Create a script named "scripedArea_1" and put it in the map hdp file? |