Path node issue... - 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: Path node issue... (/thread-9070.html) Pages:
1
2
|
Path node issue... - AlexRobillard - 07-10-2011 I get an issue on the Monster2 path nodes something about no matching signatures, here is my script for the level. Code: void OnStart() Thanks for your time. RE: Path node issue... - Khyrpa - 07-10-2011 erm why do you have 2 collide collbacks for each area? you can just drop these: AddEntityCollideCallback("Player" , "Monster_Walk_Trigger" , "AddEnemyPatrolNode" , true , 1); AddEntityCollideCallback("Player" , "Monster_Walk_Trigger2" , "AddEnemyPatrolNode2" , true , 1); RE: Path node issue... - AlexRobillard - 07-10-2011 He re-appears later in the level at a different area. RE: Path node issue... - Khyrpa - 07-10-2011 but their names are the same... so how is that possible? And also when you trigger this: AddEntityCollideCallback("Player" , "Monster_Walk_Trigger" , "MonsterWalk1" , true , 1); it makes so that everything inside this happens void MonsterWalk1(string &in asParent , string &in asChild , int alState) { } in your case its these: SetEntityActive("Monster1" , true); AddEnemyPatrolNode("Monster1", "PathNodeArea_35", 3, ""); so the bolded one here: AddEntityCollideCallback("Player" , "Monster_Walk_Trigger" , "AddEnemyPatrolNode" , true , 1); would need void AddEnemyPatrolNode(string &in asParent , string &in asChild , int alState) this is kind of confusing... I don't know what youre trying to do RE: Path node issue... - AlexRobillard - 07-10-2011 I don't understand what you mean, the player walks to the trigger area of Monser_Walk_Trigger and one monster spawns, then later in that same map/level the player walks to the trigger area of Monster_Walk_Trigger2 and a monster spawns. RE: Path node issue... - Khyrpa - 07-10-2011 No monster spawns because the first time you enter the area those both callbacks are called I mean you have 2 collide callbacks that happen at the same time and another one of them (the one with AddEnemyPatrolNode) just does nothing (or is the cause for your error) RE: Path node issue... - AlexRobillard - 07-10-2011 I don't understand, the first monster worked perfectly when I got to the first spawn area. Do you understand what I am trying to do, and if so can you put down the proper script because this is just getting confusing. RE: Path node issue... - Khyrpa - 07-10-2011 Ops you have quite more errors in there than I first noticed, give me a sec and I give you a full edit RE: Path node issue... - AlexRobillard - 07-10-2011 Okay, thank you. RE: Path node issue... - Khyrpa - 07-10-2011 Code: void OnStart() That should do it amnesia dsnt recognize AddEnemyPatrolNode2 cos thats not an function and sorry for the hazzle |