Why can't I paste the code in properly? It takes away spaces and removes certain parts of the code.
void OnStart()
{
AddEntityCollideCallback("Player", "Area_Brute_0", "Script_Brute_0", true, 1);
AddEntityCollideCallback("Entity_Brute_0", "Area_BruteDisappear_0", "Script_BruteDisappear_0", true, 1);
}
void Intro()
{
}
void OnEnter()
{
}
//******************************************************************************************************
//******************************************************************************************************
//******************************************************************************************************
void Script_Brute_0(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Entity_Brute_0", true);
AddEnemyPatrolNode("Entity_Brute_0", "PathNodeArea_0", 0.0f, "");
AddEnemyPatrolNode("Entity_Brute_0", "PathNodeArea_1", 0.0f, "");
AddEnemyPatrolNode("Entity_Brute_0", "PathNodeArea_2", 0.0f, "");
AddEnemyPatrolNode("Entity_Brute_0", "PathNodeArea_3", 0.0f, "");
AddEnemyPatrolNode("Entity_Brute_0", "PathNodeArea_4", 0.0f, "");
}
void Script_BruteDisappear_0(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Entity_Brute_0", false);
}
Use "
AddEntityCollideCallback" if you want to check for entity collision.
In the
void OnStart() { } we will put in any
AddEntityCollideCallback's. The first one, when the player walks into the Area, the second one is for the Brute, when he walks into his Area.
//**************
Oh and for your room, since you have such bright billboards. Throw in two more
PointLights. The first one should be large
(Approximately 9-11 Radius, but change it if needed.) with a really dimmed orange/yellow color. About 15-25% of the power light level of the billboards is good. While the second one is half the Radius size with about 40-50% light level.
Both PointLights should be placed close to where the billboards are.
Light bounces off the wall and should leak around the room. Yours has a really bright spot and the rest of the room is rather dark.