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Script Help SetPlayerActive(false/true) Problems.& Grunt Question
Rob21894 Offline
Junior Member

Posts: 4
Threads: 3
Joined: Nov 2013
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#1
SetPlayerActive(false/true) Problems.& Grunt Question

void OnStart()
{
AddEntityCollideCallback("Player","lookatmonster","lookat", true, 1);
}


void lookat(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("look1", 1.0f, 1.0f, "");
SetPlayerActive(false);
AddTimer("", 5, "");
SetPlayerActive(true);

}

When i remove the "SetPlayerActive(true); It works perfectly, but then i can't control the player, But if i add it as shown above, it doesnt become unactive, why is this?


2.

Grunts, Is there a way to turn there vision down/off? So they're blind and only go after sound?
(This post was last modified: 11-18-2013, 01:48 PM by Rob21894.)
11-18-2013, 01:40 PM
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SetPlayerActive(false/true) Problems.& Grunt Question - by Rob21894 - 11-18-2013, 01:40 PM



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