VeNoMzTeamHysterical
Member
Posts: 240
Threads: 36
Joined: Dec 2012
Reputation:
3
|
RE: Troubles with monster
(06-07-2013, 04:51 PM)thaniels Wrote: Hello dear forum,
I am having some trouble making my monster listen to me.
The situation I am dealing with is that I have a monster that is behind a door, what i want to achieve is to make the monster inactive (but visible) until the player hits a particular script area, the thing that is happening right now is that the monster is active regardless of me adding a script making him inactive at the start of the level, and activating him when the player has set a few steps inside the hallway where the monster is hiding in the mist. I have a timer of 15 seconds before the monster should actually become active and attack the player
Can anyone have a look at my script and see if they can find the reason I could be having this trouble with my monster?
Also, if i have this in my script:
if(ScriptDebugOn()) {
}
where do i put my code, i have been looking all over the internet but i can't seem to an find and answer which actually answers my question, where does my code go? between the {}? I have no idea
[code] void OnStart()
{
AddEntityCollideCallback("Player", "script_slam", "DoorClose", true, 1);
AddEntityCollideCallback("Player", "Sir?", "Hello", true, 1);
AddEntityCollideCallback("Myboi", "MonsterPlzStahp2", "Stahp", true, 1);
AddEntityCollideCallback("Player", "DisableMonster", "QuietYou", true, 1);
}
void OnEnter()
{
}
//===========================================
// This runs when the player leaves the map
void OnLeave()
{
}
void QuietYou(string& asName, bool abDisabled)
{
SetEnemyDisableTriggers("Myboi", false);
}
void DoorDelay(string& asName, float afTime, string& asFunction)
{
AddTimer("WaitForIt", 4, "DoorClose");
}
void DoorClose(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_4", true, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false); PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);
GiveSanityDamage(5.0f, true);
}
void Hello(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("NothingScaryYet", "enemy_hallucination_disappear.snt", "Player", 0, false);
AddTimer("Conversation", 15, "Attack");
}
void Attack(string& asName, bool abDisabled)
{
SetEnemyDisableTriggers("Myboi", true);
AddEnemyPatrolNode("Myboi", "MoveHerePlease1", 0, "");
}
void Stahp(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Myboi", false);
}
[/code] Is the monster not attacking or what?
What is the problem with the monster?
And Scriptdebug is not easy i can tell you i got it in my script looks like this.
void OnStart(){
SetLocalVarInt("CellarDoorOpen", 0);
SetLocalVarInt("FirstTimeCellar", 1);
}
void EnterCellar(string &in asEntity) // Teleport Player Into The Cellar.
{
if(GetLocalVarInt("CellarDoorOpen") != 1)
{
SetMessage("Messages", "DoorLocked", 0);
return;
}
TeleportPlayer("InsideCellar");
if(GetLocalVarInt("FirstTimeCellar") == 1)
{
SetMessage("Messages", "EnteringTheCellar", 0);
SetLocalVarInt("FirstTimeCellar", 0);
}
}
Also if you want the monster to attack you, it should be this Func.
ShowEnemyPlayerPosition("MonsterName");
When you add this script the monster is instant seeing the player and chase him.
If you got any question i like to hear them.
|
|