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Extra_english.lang file aint working
RawkBandMan Offline
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Posts: 1,146
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Joined: Nov 2010
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#33
RE: Extra_english.lang file aint working

(05-26-2011, 01:55 PM)xtron Wrote: @RoCkBaNdMaN

You edited starter2 ^^. It's starter1 which does not work Smile but thanks for the effort.

EDIT: The map files i uploaded is outdated btw.

I made some paths and named them like this "prison_key_guardian_walk_1".
Here's the code:
Spoiler below!

void monsterspawn2(string &in asEntity)
{
PlayMusic("05_event_steps.ogg", false, 80, 0, 10, false);
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
SetEntityActive("EnemyGruntHall", true);
AddEnemyPatrolNode("monster_key_keeper1", "prison_key_guardian_walk_1", 0.0f, "");
AddEnemyPatrolNode("monster_key_keeper1", "prison_key_guardian_walk_2", 0.0f, "");
AddEnemyPatrolNode("monster_key_keeper1", "prison_key_guardian_walk_3", 0.0f, "");
AddEnemyPatrolNode("monster_key_keeper1", "prison_key_guardian_walk_4", 0.0f, "");
AddEnemyPatrolNode("monster_key_keeper1", "prison_key_guardian_walk_5", 0.0f, "");
AddEnemyPatrolNode("monster_key_keeper1", "prison_key_guardian_walk_6", 0.0f, "");
AddEnemyPatrolNode("monster_key_keeper1", "prison_key_guardian_walk_7", 0.0f, "");
AddEnemyPatrolNode("monster_key_keeper1", "prison_key_guardian_walk_8", 0.0f, "");
AddEnemyPatrolNode("monster_key_keeper1", "prison_key_guardian_walk_9", 1.0f, "");
}


I renamed starter1 to starter2. and looking at your script, I think the only thing that would be wrong is that your monster isn't named monster_key_keeper1 or the nodes arn't named prison_key_guardian_walk_#

Also, I think it would be monster_key_keeper_1. If not, sorry D:

I've come to learn to not fear the living, nor the dead... But the monsters that hide in closets.
05-26-2011, 05:51 PM
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Messages In This Thread
Extra_english.lang file aint working - by xtron - 05-25-2011, 04:25 PM
RE: Extra_english.lang file aint working - by RawkBandMan - 05-26-2011, 05:51 PM



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