| The chaser   Posting Freak
 
 Posts: 2,486
 Threads: 76
 Joined: Jun 2012
 Reputation: 
113
 | 
			| RE: Static objects disappear / enemy deactivate 
 
				If there are map_cache in yuor maps folder, delete 'em. For the monster, do this (your script fixed): void OnStart()
 {
 
 AddUseItemCallback("", "key_torture_chamber_1", "castle_arched01_1", "UsedKeyOnDoor", true);
 
 AddEntityCollideCallback("Player", "ScriptArea_1", "schweine", true, 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_2", "schweinehang", true, 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_3", "klang", true, 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_4", "staub", true, 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_5", "engel", true, 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_6", "falle", true, 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_7", "enemyklang", true, 1);
 
 AddEntityCollideCallback("Player" , "ScriptArea_8" , "wegpunkte" , true , 1);
 
 AddEntityCollideCallback("Player", "ScriptArea_9", "klang2", true, 1);
 
 AddUseItemCallback("", "key_torture_chamber_2", "mansion_1", "UsedKeyOnDoor2", true);
 
 AddEntityCollideCallback("Player", "ScriptArea_10", "deaktivierung", true, 1);
 
 }
 
 
 
 
 
 
 
 
 
 
 
 void deaktivierung(string &in asItem, string &in asEntity)
 
 
 
 {
 
 SetEntityActive("servant_grunt_1", false);
 
 
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void UsedKeyOnDoor2(string &in asItem, string &in asEntity)
 
 {
 
 SetSwingDoorLocked("mansion_1", false, false);
 
 PlaySoundAtEntity("", "unlock_door.snt", "mansion_1", 0, false);
 
 RemoveItem("key_torture_chamber_2");
 
 AddDebugMessage("KeyOnDoor", false);
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void klang2(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "scare_human_noices.snt", "Player", 0, false);
 
 
 
 
 
 
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void wegpunkte(string &in asParent, string &in asChild, int alState)
 
 {
 
 SetEntityActive("servant_grunt_1", true);
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_5", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_6", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_7", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_8", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_9", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_10", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_11", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_12", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_13", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_14", 0, "Idle");
 
 AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_15", 0, "Idle");
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void enemyklang(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "amb_idle_scratch.snt", "Player", 0, false);
 
 
 
 
 
 
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void falle(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "lurker_hit_wood.snt", "Player", 0, false);
 
 SetEntityActive("armour_nice_complete_1", true);
 
 SetEntityActive("armour_nice_complete_2", true);
 
 
 
 
 
 }
 
 
 
 
 
 
 
 void engel(string &in asParent, string &in asChild, int alState)
 
 {
 
 StartPlayerLookAt("angel_statue_1", 15, 15, "");
 
 PlaySoundAtEntity("", "react_sigh.snt", "Player", 0, false);
 
 SetEntityActive("angel_statue_1", true);
 
 GiveSanityDamage(2.0f, true);
 
 AddTimer("opala",0.2f,"EnemyTimer");
 
 CreateParticleSystemAtEntity("E1PS", "ps_ghost_release.pss", "particlearea4", true);
 
 
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void staub(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "28_done03.snt", "Player", 0, false);
 
 SetEntityActive("ParticleSystem_17", true);
 
 SetEntityActive("ParticleSystem_19", true);
 
 CreateParticleSystemAtEntity("E1PS", "ps_debris_tunnel.ps", "particlearea", true);
 
 CreateParticleSystemAtEntity("E1PS", "ps_debris_tunnel.ps", "particlearea2", true);
 
 
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void klang(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "scare_baby_cry.snt", "Player", 0, false);
 
 
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void schweinehang(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
 
 GiveSanityDamage(5.0f, true);
 
 SetEntityActive("pig_corpse_hanging_1", true);
 
 SetEntityActive("pig_corpse_hanging_2", true);
 
 SetEntityActive("carcass_1", true);
 
 SetEntityActive("carcass_2", true);
 
 SetEntityActive("pig_corpse_hanging_3", true);
 
 SetEntityActive("pig_corpse_hanging_4", true);
 
 SetEntityActive("pig_corpse_hanging_5", true);
 
 SetEntityActive("pig_corpse_hanging_6", true);
 
 SetEntityActive("carcass_3", true);
 
 CreateParticleSystemAtEntity("E1PS", "ps_cloud_thing01.ps", "particlearea3", true);
 
 
 
 }
 
 
 
 
 
 
 
 
 
 void schweine(string &in asParent, string &in asChild, int alState)
 
 {
 
 PlaySoundAtEntity("", "scare_animal_squeal.snt", "Player", 0, false);
 
 GiveSanityDamage(5.0f, true);
 
 SetEntityActive("pig_corpse_26", true);
 
 SetEntityActive("pig_corpse_27", true);
 
 SetEntityActive("pig_corpse_28", true);
 
 SetEntityActive("pig_corpse_29", true);
 
 }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 
 {
 
 SetSwingDoorLocked("castle_arched01_1", false, false);
 
 PlaySoundAtEntity("", "unlock_door.snt", "castle_arched01_1", 0, false);
 
 RemoveItem("key_torture_chamber_1");
 
 AddDebugMessage("KeyOnDoor", false);
 
 }
 
 
 
 
 
 
 
 
 
 ////Timers
 
 void EnemyTimer(string &in asTimer)
 
 
 
 {
 
 
 
 if(asTimer == "opala")
 
 {
 
 StopPlayerLookAt();
 
 AddTimer("Scare2",30.5f,"EnemyTimer");
 
 }
 
 }
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