Waterlurker not reacting to triggers?
So I got this map with water... and yes... it is liquid... Secondly, I have to Waterlurkers in there with the names "water1" and "water2" (without quotes)... Then I have an script area called "Waterlurk" But for some reason...these monster are already triggered as soon as I spawn in the map, which is what I dont want ofcourse.... My script is here.... Do you see what the problem is?
Script:
void OnEnter()
{
PlayMusic("ambience.ogg", true, 2, 2, 0, true);
PlaySoundAtEntity("","general_rain_long.snt", "Player", 0, true);
}
void OnStart()
{
AddEntityCollideCallback("Player", "Monster_Quest_Area", "GetMonsterQuest", true, 1);
AddEntityCollideCallback("Player", "Monster_Complete_Area", "FinishMonsterQuest", true, 1);
AddEntityCollideCallback("Player", "Bridge_Quest_Area", "GetBridgeQuest", true, 1);
AddEntityCollideCallback("Player", "Bridge_Complete_Area", "FinishBridgeQuest", true, 1);
AddEntityCollideCallback("Player", "Damn_Quest_Area", "GetDamnQuest", true, 1);
AddEntityCollideCallback("Player", "Damn_Complete_Area", "FinishDamnQuest", true, 1);
AddEntityCollideCallback("Player", "Torch_Quest_Area", "GetTorchQuest", true, 1);
AddEntityCollideCallback("Player", "Torch_Complete_Area", "FinishTorchQuest", true, 1);
AddEntityCollideCallback("Player", "waterlurk", "Func01", true, 1);
AddEntityCollideCallback("Player", "waterlurk2", "Func02", true, 1);
}
void Func01(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("water1", true);
}
void Func02(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("water2", true);
}
void GetMonsterQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("monsterquest", "MonsterQuest");
}
void FinishMonsterQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("monsterquest", "MonsterQuest");
}
void GetBridgeQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("bridgequest", "BridgeQuest");
}
void FinishBridgeQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("bridgequest", "BridgeQuest");
}
void GetDamnQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("damnquest", "DamnQuest");
}
void FinishDamnQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("damnquest", "DamnQuest");
}
void GetTorchQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("torchquest", "TorchQuest");
}
void FinishTorchQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("torchquest", "TorchQuest");
}
void OnLeave()
{
SetupLoadScreen("LoadingText", "hope", 0, "hope.jpg");
}
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