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Making a breakable wall
Adny Offline
Posting Freak

Posts: 1,766
Threads: 6
Joined: Mar 2012
Reputation: 173
#5
RE: Making a breakable wall

Things look a little jumbled up; I revised it:


////////////////////////////
// Run when entering map
void OnStart()
{
AddEntityCollideCallback("Player", "start", "monster", true, 1);
AddEntityCollideCallback("grunt", "stop", "monsterend", true, 1);
AddEntityCollideCallback("armor", "wallbreak", "FUNC", true, 0);
}

void monster(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt", true);
AddEnemyPatrolNode("grunt", "node", 0, "");
}

void FUNC(string &in asParent, string &in asChild, int alState)
{
SetPropHealth("breakwall", 0.0f);
}

void monsterend(string & asParent, string &in asChild, int alState)
{
SetEntityActive("grunt", false);
}

I rate it 3 memes.
07-28-2012, 07:29 AM
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Messages In This Thread
Making a breakable wall - by Soverain - 07-28-2012, 06:48 AM
RE: Making a breakable wall - by Your Computer - 07-28-2012, 07:01 AM
RE: Making a breakable wall - by Adny - 07-28-2012, 07:02 AM
RE: Making a breakable wall - by Soverain - 07-28-2012, 07:26 AM
RE: Making a breakable wall - by Adny - 07-28-2012, 07:29 AM
RE: Making a breakable wall - by Soverain - 07-28-2012, 07:35 AM



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