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Triggering the Brute
CarnivorousJelly Offline
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Posts: 1,196
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#1
Triggering the Brute

I've been working on this for quite a while - the room has taken me a couple weeks to prepare visually (probably because I'm a nooblette) and I've been procrastinating on the scripting.

I took a look at the scripts for Amnesia where they triggered the grunt in the Archives (jump-scare after cave-in) and got this far with the script:
---------------------------------------------------------------------
void OnStart (string &in asParent, string &in asChild, int alState)
{
SetEntityActive ("monster_trigger", true);
}
void OnStart ()
{
AddEnemyPatrolNode("brute", "PathNodeArea_2", 0.0f, "");
AddEntityCollideCallback ("Player", "monster_trigger"
----------------------------------------------------------------------
I'm not sure if any of that is correct.

This is the area I'm working with:
[Image: amnesia__1__by_rueppells_fox-d5q2l76.jpg]
There's a door leading from an entrance-hall to this room, but it wouldn't give the player enough time to hide if I triggered the monster upon having the player break the wall. Instead, I placed a script area (named monster_trigger) inside the secret room to force the player to hide in there until the monster (named brute) disappears.

So I guess my main question is: how do I trigger an entity to activate upon player collision with a script area?

If you have the time, I would also like to know how to make him disappear when he reaches the end of the pathnodes.

Thanks for being patient with me!

[Image: quote_by_rueppells_fox-d9ciupp.png]
(This post was last modified: 01-04-2013, 07:33 AM by CarnivorousJelly.)
01-01-2013, 11:44 PM
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Messages In This Thread
Triggering the Brute - by CarnivorousJelly - 01-01-2013, 11:44 PM
RE: Triggering the Brute - by Rapture - 01-02-2013, 03:43 AM
RE: Triggering the Brute - by CarnivorousJelly - 01-04-2013, 07:29 AM



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