(02-14-2013, 04:14 PM)BeeKayK Wrote: It happens if you make it collide with a script area.
You must understand what the script does.
AddEntityCollideCallback(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates);
This is the entity that collides with something. In your case, a monster.
This is the object that entity_1 collides with. In your case, a scriptarea
When the monster collides with the script area it will call the function:
SetEntityActive("Monster", false);
and
PlaySoundAtEntity("", "soundfile.snt", "Entity", 0, false);
Which you have probably used before
So you mean i can just make the same as on a Player 'if player walks on a script it activates an function' so you mean i can do it also with a monster Pathnode where the monster go's and then script file where its the end of his pathnode since there is the script file where he collides its activating a function that is activates a sound