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Making a grunt appear after keypickup
MrBigzy Offline
Senior Member

Posts: 616
Threads: 18
Joined: Mar 2011
Reputation: 8
#6
RE: Making a grunt appear after keypickup

void BackTrack(string &in asEntity, string &in asType)
{
   AddEntityCollideCallback("Player", "EnemyBack", "EnemyBack", true, 1);
   AddEntityCollideCallback("Player", "Flicker", "Flicker", true, 1);
   StartScreenShake(0.2f, 4, 1, 1);
   PlaySoundAtEntity("enemy_hallucination_disappear", "enemy_hallucination_disappear.snt", "Player", 0, false);
   PlaySoundAtEntity("guardian_distant3", "guardian_distant3.snt", "Player", 0, false);
}

And then I selected the key I had, and there should be a line for the CallbackFunc, and I put BackTrack there. You don't need to put the Callback in your script that way.
04-08-2011, 02:36 PM
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RE: Making a grunt appear after keypickup - by MrBigzy - 04-08-2011, 02:36 PM



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