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PathNodes [SOLVED]
Roenlond Offline
Senior Member

Posts: 331
Threads: 3
Joined: Apr 2011
Reputation: 0
#8
RE: PathNodes

(05-02-2011, 06:22 PM)Karai16 Wrote:
void OnStart()
{
    SetEntityPlayerInteractCallback("TowerKey", "Activatebrute", true);
    AddEntityCollideCallback("servant_brute_1", "ScriptArea_1", "DespawnBrute", true, 1);
}


void Activatebrute(string &in asEntity)
{
SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 1, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_3", 3, "");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_4", 3, "");
}


void DespawnBrute(string &in asEntity)
{
FadeEnemyToSmoke("servant_brute_1", false);
}
right now this is my code, it works, except for the FadeEnemyToSmoke part. When the brute collides with the scriptarea, it doesn't disappear, and keeps on patrolling along the path.

void DespawnBrute(string &in asParent , string &in asChild , int alState)
{
FadeEnemyToSmoke("servant_brute_1", false);
}

Try that.
05-02-2011, 06:53 PM
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Messages In This Thread
PathNodes [SOLVED] - by Karai16 - 05-02-2011, 04:25 PM
RE: PathNodes - by Roenlond - 05-02-2011, 04:31 PM
RE: PathNodes - by Karai16 - 05-02-2011, 04:48 PM
RE: PathNodes - by Anxt - 05-02-2011, 04:50 PM
RE: PathNodes - by Roenlond - 05-02-2011, 05:14 PM
RE: PathNodes - by Karai16 - 05-02-2011, 06:22 PM
RE: PathNodes - by Roenlond - 05-02-2011, 06:53 PM
RE: PathNodes - by Linus Ågren - 05-02-2011, 06:30 PM
RE: PathNodes - by Karai16 - 05-02-2011, 08:38 PM



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