RE: Patrol 2 enemy
well just...
void OnStart()
{
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback("Player", "PlayerCollideTwo", "MonsterFunctionTwo", true, 1);
}
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 2, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 4, "");
}
void MonsterFunctionTwo(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_2", true);
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_11", 2, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_12", 0, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_13", 0, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_14", 0, "");
AddEnemyPatrolNode("servant_grunt_2", "PathNodeArea_15", 0, "");
}
CURRENTLY WORKING ON:
Final Light = 40%
Need of voice actors.
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