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Brute appearing upon opening cabinet
Cruzore Offline
Senior Member

Posts: 301
Threads: 2
Joined: Jun 2012
Reputation: 37
#3
RE: Brute appearing upon opening cabinet

I tested this out and it works, just a few things to make it like it should:
1. the syntax at monsterclosetscare, it doesn't really matter if it's named door or asEntity.
2. Increase the timer "monsterpoof" to a higher number. At least 4 if you want a small chase.
3. Add Pathnodes. Or the enemy will just attack the cabinet. Place the first one right outside the cabinet, then a few more outside(depends on how long the chase is). Add them to the enemy in the script after you've set him active(or, to be sure it works, below the PlaySoundAtEntity command).

It doesn't matter if it's called asEntity or door, as I tested both and it works. It alsom doesn't really matter if it's a float number or double number. I use doubles only. But you're right with using a callback itself, not the one from the cabinet, as it will repeat all the time.

Oh, I've jsut read that you checked the AutoRemove part. Then that problem with it repeating is no longer.
(This post was last modified: 06-30-2012, 01:12 PM by Cruzore.)
06-30-2012, 01:07 PM
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Messages In This Thread
Brute appearing upon opening cabinet - by ApeCake - 06-30-2012, 12:38 PM
RE: Brute appearing upon opening cabinet - by Cruzore - 06-30-2012, 01:07 PM



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