Multiple problems
Alright, been some time guys, I was.... I guess you can call it an accident and get really messed.... lotsa wounds.... anyway, I'm back and I reeeeaaalllly don't have the energy right now to try and keep fixing these mistakes myself.... which I have in a long time....
First is that a monster should spawn after you pick up a key, but he dose'nt spawn.... tried with diffrent ones, same resault. And yes, I watched Your computer's tutorial...... still same.. here's is da script:
//Spawn brute
void ActivateMonster(string &in AsEntity)
{
SetEntityActive("servant_brute", true);
AddEnemyPatrolNode("servant_brute", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_10", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_11", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("servant_brute", "PathNodeArea_14", 0, "");
}
void Despawnservant_brute(string &in asParent , string &in asChild , int alState)
{
SetEntityActive("servant_brute", false);
}
void OnLeave()
{
}
Second is that the key does not work in a different map where it should. Script:
void OnStart()
{
AddUseItemCallback("", "Upperfloorkey", "upperfloordoor", "UsedKeyOnDoor", true);
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("upperfloordoor", false, true);
PlaySoundAtEntity("", "unlock_door", "upperfloordoor", 0, false);
PlaySoundAtEntity("", "03_puzzle_secret", "Player", 0, false);
RemoveItem("Upperfloorkey");
}
void OnLeave()
{
}
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