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Making Player Look at Multiple Targets
Chilton Offline
Member

Posts: 138
Threads: 9
Joined: Sep 2010
Reputation: 0
#2
RE: Making Player Look at Multiple Targets

DISCLAIMER: This is all pseudo script
Ill have *s to mark things you need to fill in yourself

void MonsterFunc (string &in asParent , string &in asChild , int alState)
{
SetEntityActive("servant_brute_3", true);
AddEnemyPatrolNode("servant_brute_3", "PathNodeArea_2", 0.0f, "");
AddEnemyPatrolNode("servant_brute_3", "PathNodeArea_1", 0.0f, "");
StartPlayerLookAt("servant_brute_3", 5, 5, "");
AddTimer("donelook_4", 1.5f, "TimerDoneLookAt_1");
}

void TimerDoneLookAt_1(*Timer Syntax*)
{
StopPlayerLookAt();
Continue();
}

void Continue();
{
SetEntityActive("servant_brute_2", true);
AddEnemyPatrolNode("servant_brute_2", "PathNodeArea_1", 0.0f, "");
StartPlayerLookAt("servant_brute_2", 5, 5, "");
AddTimer("donelook_5", 1.5f, "TimerDoneLookAt_2");
}

void TimerDoneLookAt_2(*Timer Syntax*)
{
StopPlayerLookAt();
}


Ill add in the actual scripts if you need it, but you should be able to do that;
If you cant, then i can; Im just tired, so youd have to check for typos yourself

Once the Syntaxes are added, this should hypothetically work
(This post was last modified: 12-02-2010, 05:21 AM by Chilton.)
12-02-2010, 05:19 AM
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RE: Making Player Look at Multiple Targets - by Chilton - 12-02-2010, 05:19 AM



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