ObsidianLegion 
 
 
		
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Pathnode help 
			 
			
				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
			 
			
			
 
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12 
			
				
(This post was last modified: 08-09-2011, 01:27 PM by ObsidianLegion.)
 
				
			 
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	| 08-09-2011, 01:24 PM  | 
	
		
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		HumiliatioN 
 
 
		
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RE: Pathnode help 
			 
			
				 (08-09-2011, 01:24 PM)Lolnesia09 Wrote:  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 
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"   
			 
			
			
 
“Life is a game, play it” 
			
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	| 08-09-2011, 01:40 PM  | 
	
		
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		Acies 
 
 
		
			Posting Freak 
			
			
			
 
			
	Posts: 1,643 
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RE: Pathnode help 
			 
			
				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.
			 
			
			
 
 ![[Image: mZiYnxe.png]](http://i.imgur.com/mZiYnxe.png)  ジ
  
			
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	| 08-09-2011, 01:43 PM  | 
	
		
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		ObsidianLegion 
 
 
		
			Member 
			
			
			
 
			
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RE: Pathnode help 
			 
			
				 (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? 
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  
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"   
Cheers (:
 
What's the script where lights turn off with the sounds and screen effects Etc.?
			  
			
			
 
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12 
			
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	| 08-09-2011, 02:52 PM  | 
	
		
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		HumiliatioN 
 
 
		
			Posting Freak 
			
			
			
 
			
	Posts: 1,179 
	Threads: 64 
	Joined: Dec 2010
	
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RE: Pathnode help 
			 
			
				 (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? 
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  
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"    
Cheers (: 
 
What's the script where lights turn off with the sounds and screen effects Etc.? 
SetLampLit("hanging_lantern_ceiling_1", true, true); Example. for lights.
 
StopMusic(2,0); for stopping music.
 
ChangePlayerStateToNormal(); this one I think change everything normal.
			  
			
			
 
“Life is a game, play it” 
			
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	| 08-09-2011, 05:08 PM  | 
	
		
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