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Pathnode help - ObsidianLegion - 08-09-2011 How do I make my monster disappear after it reaches a certain node? I've tried filling in the last thread and making For exapmle void OnStart() { AddEnemyPatrolNode("Monster", "Node_1", 2, ""); AddEnemyPatrolNode("Monster", "Node_2", 2, ""); AddEnemyPatrolNode("Monster", "Node_3", 2, ""); AddEnemyPatrolNode("Monster", "Node_4", 2, ""); AddEnemyPatrolNode("Monster", "Node_5", 2, ""); AddEnemyPatrolNode("Monster", "Node_6", 2, ""); AddEnemyPatrolNode("Monster", "Node_7", 2, "MyFunc"); } void MyFunc(string& asEntity) { SetEnemyDisabled("Monster", true); } They don't seem to work. Maybe I'm using a faulty function? Or I'm simply not putting the correct thing in that box Please help RE: Pathnode help - HumiliatioN - 08-09-2011 (08-09-2011, 01:24 PM)Lolnesia09 Wrote: How do I make my monster disappear after it reaches a certain node? You dont have timers here. Here use this definitely works. void OnStart() { AddEntityCollideCallback("Player", "Closetbrute", "Closet_brute", true, 1); } void Closet_brute(string &in asParent, string &in asChild, int alState) { AddEnemyPatrolNode("Monster", "Node_1", 2, ""); AddEnemyPatrolNode("Monster", "Node_2", 2, ""); AddEnemyPatrolNode("Monster", "Node_3", 2, ""); AddEnemyPatrolNode("Monster", "Node_4", 2, ""); AddEnemyPatrolNode("Monster", "Node_5", 2, ""); AddEnemyPatrolNode("Monster", "Node_6", 2, ""); AddTimer("", 30.0, "DissapearingMonster"); } void DissapearingMonster(string &in asTimer) { SetEntityActive("Monster", false); } This is my example. Try it and remember to name "Areas and monster right" RE: Pathnode help - Acies - 08-09-2011 Add a scriptarea at the last patrolnode. Set it to only affect the certain monster. Use the command SetEntityActive to deactivate the monster in that area. RE: Pathnode help - ObsidianLegion - 08-09-2011 (08-09-2011, 01:40 PM)HumiliatioN Wrote:(08-09-2011, 01:24 PM)Lolnesia09 Wrote: How do I make my monster disappear after it reaches a certain node? Cheers (: What's the script where lights turn off with the sounds and screen effects Etc.? RE: Pathnode help - HumiliatioN - 08-09-2011 (08-09-2011, 02:52 PM)Lolnesia09 Wrote:(08-09-2011, 01:40 PM)HumiliatioN Wrote:(08-09-2011, 01:24 PM)Lolnesia09 Wrote: How do I make my monster disappear after it reaches a certain node? SetLampLit("hanging_lantern_ceiling_1", true, true); Example. for lights. StopMusic(2,0); for stopping music. ChangePlayerStateToNormal(); this one I think change everything normal. |