(01-10-2011, 07:53 PM)Tottel Wrote: If you want those enemies to show up 5 seconds after that look event, than yes. If you want them to appear instantly, then place those 3 lines in the Collide_Area function.
EDIT: Also, I'm not sure if you can make 2 timers with the same name (delay_timer). Could anyone confirm?
IT DOES !!!! OMG IT FINALY WORKS !!! OMG THX TO U ALL MAN I LOVE U GUYS !!!!
thats my script right now
Quote:void Collide_Area(string &in asParent, string &in asChild, int alState)
{
StartPlayerLookAt("cross_small_metal_1", 20, 50, "");
AddTimer("delay_timer", 3, "action_step1");
}
void action_step1(string &in asTimer)
{
SetEntityActive("servant_grunt_2" , true);
SetEntityActive("servant_grunt_1" , true);
SetEntityActive("servant_brute_1" , true);
CompleteQuest("Quest01", "Quest01");
AddTimer("delay_timer", 3, "action_step2");
}
void action_step2(string &in asTimer)
{
ChangeMap("paranoid.map", "PlayerSpawn1", "", "");
}
im gonna reupload the map again, pls give me some feedback and inspirations to make it better / scaryer !!! i know its not perfect because im noob like u see the whole time , but for my FIRST map its awsome !