Jagsrs28
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Posts: 101
Threads: 25
Joined: Jun 2012
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RE: How to get Grunt to open cabinet doors
So is this right?
////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Grunty1", "monster_opendoor_area", monster_opendoor", true, 1);
}
void MonsterPath(AddEnemyPatrolNode("Grunty1", "PathNodeArea1", "");
void monster_opendoor(string &in asParent, string &in asChild, int alState)
{
AddPropImpulse("Cabby1", -10.0 , 0, 0, "World");
AddTimer("", 1.0, monsterdisable);
}
void monsterdisable(string &in asTimer)
{
SetEntityActive("servant_grunt_1", false);
}
////////////////////////////
// Run when leaving map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
Then keep adding nodes?
Special Custom Story for 2 special people!
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06-22-2012, 06:08 PM |
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