BubbleTroll
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How do you make a monster spawn and then he leaves and you can hear a door opened.
As the subject says how do i script something like that.
Cause if im spawning a monster and telling to him to walk on the waypoints he never goes away.
So could anyone help me please?
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08-22-2011, 12:28 PM |
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xtron
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RE: How do you make a monster spawn and then he leaves and you can hear a door opened.
Spawn monster
SetEntityActive("MONSTERNAME", true);
Disable monster
SetEntityActive("MONSTERNAME", false);
Door open sound
PlaySoundAtEntity("", "open_door.snt", "DOOR NAME", 0.1f, false);
Dubstep <3
(This post was last modified: 08-22-2011, 01:55 PM by xtron.)
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08-22-2011, 01:55 PM |
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BubbleTroll
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RE: How do you make a monster spawn and then he leaves and you can hear a door opened.
How do i do like if the monster walks to an area/pathnote
it does SetEntityActive("servant_grunt_1", false); ?
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08-22-2011, 02:09 PM |
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narutohokager
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RE: How do you make a monster spawn and then he leaves and you can hear a door opened.
You can put a collider for the monster, and one for the player who activates the monster
void OnStart
{
AddEntityCollideCallback("Grunt_1", "AreaGruntDeact", "CollideAreaGruntDeact", true, 1);
AddEntityCollideCallback("Player", "AreaGruntActive", "CollideAreaGruntActive", true, 1);
}
void CollideAreaGruntActive(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Grunt_1", true);
AddEnemyPatrolNode("Grunt_1", "PathNodeArea_1", 0, "");
}
void CollideAreaGruntDeact(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Grunt_1", false);
PlaySoundAtEntity("", "SOUNDNAME", "DOORNAME", 0, false);
}
(This post was last modified: 08-22-2011, 02:17 PM by narutohokager.)
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08-22-2011, 02:16 PM |
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BubbleTroll
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RE: How do you make a monster spawn and then he leaves and you can hear a door opened.
hmmm... could anyone explain what AddEntity means?
cause all these scripting things are new to me :/
(This post was last modified: 08-22-2011, 02:27 PM by BubbleTroll.)
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08-22-2011, 02:24 PM |
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narutohokager
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RE: How do you make a monster spawn and then he leaves and you can hear a door opened.
AddEntityCollideCallback is a way to call a function when an object / monster / player touches an object / scripts, example
A Grunt through a script that you have set, will do the function call.
Sorry Bad english...
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08-22-2011, 02:29 PM |
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BubbleTroll
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RE: How do you make a monster spawn and then he leaves and you can hear a door opened.
Oright
i think i understand it.
Like if grunt1 collides to areablabla a func will run.
Is that right?
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08-22-2011, 02:34 PM |
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narutohokager
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RE: How do you make a monster spawn and then he leaves and you can hear a door opened.
Yes it is his
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08-22-2011, 02:41 PM |
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BubbleTroll
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RE: How do you make a monster spawn and then he leaves and you can hear a door opened.
good ^-^
now i only have to understand all these functions.
also if i want to make a scary moment like if the play walks into an area and a door will open by itself and he loses sanity, do i have to add any sound effect to it?
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08-22-2011, 02:44 PM |
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narutohokager
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RE: How do you make a monster spawn and then he leaves and you can hear a door opened.
If I understand you want to make a point when the player Walk Into a area the door will open any one is his?
If so, you might be putting a sound that shows the player to fear, you can find in your folder :
Amnesia - The Dark Descent\redist\sounds\react
And implement a command that lowers the sanity of the player :
GiveSanityDamage(10, true);
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08-22-2011, 02:51 PM |
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