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Making a monster remain after it killed the player
RaideX Offline
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Posts: 212
Threads: 33
Joined: May 2013
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#2
RE: Making a monster remain after it killed the player

the only thing i can think of is with the checkpoint function. This would simulate the persistence of an enemy.



void CheckPoint (string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry);

Sets a checkpoint at which the player will respawn in case he dies.
Callback syntax: void MyFunc(string &in asName, int alCount) 
Count is 0 on the first checkpoint load!

asName - the internal name
asStartPos - the name of the StartPos in the editor
asCallback - the function to call when the player dies/respawns
asDeathHintCat - the category of the death hint message to be used in the .lang file
asDeathHintEntry - the entry in the .lang file



Just use a function "asCallback" that activates an enemy near the respawn location.

If you don't draw first, you don't get to draw at all... -The False Shepherd
(This post was last modified: 01-19-2014, 02:12 PM by RaideX.)
01-19-2014, 02:04 PM
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RE: Making a monster remain after it killed the player - by RaideX - 01-19-2014, 02:04 PM



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