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Monster script
Rowzter Offline
Junior Member

Posts: 44
Threads: 12
Joined: Oct 2012
Reputation: 3
#4
RE: Monster script

(11-19-2012, 11:13 PM)giacomo9 Wrote: Thank You very much, it works Smile
I have another question - I must use a script, to make enemy disappeared when player hiding in wardrobe? When monster breaks the door, he didn't want to disappear, when I hide. What should I do?
You could use pathnode that leads him in the room and make pathnodes for him to walk around with, then use moore pathnodes to send him out of the room and then a pathnode inside a scriptarea that will make him disapear

Like this:

AddEntityCollideCallback("MONSTERNAME", "AREA", "FUNCNAME", true, 1);



void FUNCNAME(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke("MONSTERNAME", true);
}

the last pathnode the monster walks to should be inside AREA and then he will despawn


See if it works
(This post was last modified: 11-19-2012, 11:22 PM by Rowzter.)
11-19-2012, 11:20 PM
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Messages In This Thread
Monster script - by giacomo9 - 11-19-2012, 10:46 PM
RE: Monster script - by Rowzter - 11-19-2012, 10:59 PM
RE: Monster script - by giacomo9 - 11-19-2012, 11:13 PM
RE: Monster script - by Rowzter - 11-19-2012, 11:20 PM
RE: Monster script - by liquiddr3amz - 11-23-2012, 08:16 AM
RE: Monster script - by The chaser - 11-23-2012, 08:52 AM
RE: Monster script - by liquiddr3amz - 11-23-2012, 04:33 PM
RE: Monster script - by FlawlessHappiness - 11-23-2012, 05:27 PM
RE: Monster script - by liquiddr3amz - 11-23-2012, 05:38 PM
RE: Monster script - by The chaser - 11-23-2012, 05:57 PM
RE: Monster script - by liquiddr3amz - 11-24-2012, 03:18 AM
RE: Monster script - by The chaser - 11-24-2012, 12:03 PM
RE: Monster script - by FlawlessHappiness - 11-24-2012, 09:05 AM



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