DragonRuins
Junior Member
Posts: 19
Threads: 4
Joined: Mar 2012
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1
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RE: How to get Grunt to open cabinet doors
(06-23-2012, 06:59 AM)Jagsrs28 Wrote: (06-22-2012, 07:37 PM)drunkmonk Wrote: I know but being that Jagsrs28 is really new to scripting and that I didn't want to confuse him I would like to thank you for understanding this. We all have to start somewhere. Now when you say "name of your key here" does the key mean the area the player has to walk into?
////////////////////////////
// Run first time starting map
void OnStart()
{
SetEntityPlayerInteractCallback("name of your key in here", "MonsterPath", false);
AddEntityCollideCallback("Grunty1", "monster_opendoor_area", monster_opendoor", true, 1);
}
void MonsterPath(string &in asEntity)
{
AddEnemyPatrolNode("Grunt1", "PathNodeArea1", 0, "");
AddEnemyPatrolNode("Grunt1", "PathNodeArea1", 0, "");
AddEnemyPatrolNode("Grunt1", "PathNodeArea2", 0, "");
AddEnemyPatrolNode("Grunt1", "PathNodeArea3", 0, "");
AddEnemyPatrolNode("Grunt1", "PathNodeArea4", 0, "");
AddEnemyPatrolNode("Grunt1", "PathNodeArea5", 0, "");
}
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("Grunt1", false);
}
////////////////////////////
// Run when leaving map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
} The key should be the actual 'Key' that the player picks up. So whatever you called the key that is placed in the map, that is what you would use.
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06-24-2012, 01:51 AM |
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