make a monster de-spawn? - 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: make a monster de-spawn? (/thread-9617.html) |
make a monster de-spawn? - Synestral - 08-06-2011 i dont know how to make a monster de-spawn. i have tried a few things, but it doesnt work. how do you make a monster disappear after walking a path? this is my code Code: void OnStart() RE: make a monster de-spawn? - TFEF - 08-06-2011 They should disappear after they've run their pathnodes, unless the player is too close. Although, if you really want to be sure, you can use this script function: Code: void SetEnemyDisabled(string& asName, bool abDisabled); string& asName = Monster's name bool abDisabled = True or false as to whether the enemy is disabled or not RE: make a monster de-spawn? - Your Computer - 08-06-2011 (08-06-2011, 02:35 AM)TFEF Wrote: Although, if you really want to be sure, you can use this script function: It might be better if he went with SetEntityActive(). RE: make a monster de-spawn? - TFEF - 08-06-2011 (08-06-2011, 07:29 AM)Your Computer Wrote: It might be better if he went with SetEntityActive(). True, that. It's been a while since I've done anything for custom stories. RE: make a monster de-spawn? - Roenlond - 08-06-2011 It might be even better to use FadeEnemyToSmoke(string& asName, bool abPlaySound); if you want effects as well. With SetEntityActive(), he'd simply disappear into thin area whereas FadeEnemyToSmoke will create a smoke and play a sound if the bool is set to true. RE: make a monster de-spawn? - xtron - 08-06-2011 anyhow...Create an area on the last pathnode and name it something (ex: MonsterDespawn) And add a collidecallback and a function and it'll look something like this maybe: Code: void OnStart() Change MONSTERNAME to your monsters name. Change MonsterDespawn to your areas name. |