I mean this makes sense, I put the spawn enemy code inside the break door code! because when you unlock the door, i want an enemy to spawn and I made the code like this! it's right, right?
void BreakDoor(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Joint", false);
SetEntityActive("Broken", true);
SetSwingDoorLocked("CrowbarDoor", false, false);
SetSwingDoorClosed("CrowbarDoor", false, false);
SetSwingDoorDisableAutoClose("CrowbarDoor", true);
AddPropImpulse("CrowbarDoor", 0, 0, -3, "world");
CreateParticleSystemAtEntity("", "ps_hit_wood.ps", "AreaEffect", false);
PlaySoundAtEntity("", "break_wood_metal", "AreaEffect", 0, false);
GiveSanityBoostSmall();
SetEntityActive("Dog", true);
AddEnemyPatrolNode("Dog", "Node_1",0.001f, "");
AddEnemyPatrolNode("Dog", "Node_4",0.001f, "");
AddEnemyPatrolNode("Dog", "Node_6",0.001f, "");
AddEnemyPatrolNode("Dog", "Node_10",0.001f, "");
AddEnemyPatrolNode("Dog", "Node_15",0.001f, "");
AddEnemyPatrolNode("Dog", "Node_18",0.001f, "");
AddEnemyPatrolNode("Dog", "Node_26",0.001f, "");
AddTimer("",0.1,"TimerPushDoor");
}
I mean it gets me an error, then where am I supposed to add the spawn enemy code, i want it to function when you unlock/break the door!
am I supposed to add something in void on start because I didn't, but I think you don't have to!
don't tell me to add void onstart() because it's already there, I just copied this part only of the code