| Lontasm   Junior Member
 
 Posts: 27
 Threads: 7
 Joined: Feb 2011
 Reputation: 
0
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			| Spawning a monster 
 
				Yes I know.. there is a lot of threads on the forums telling how to spawn a monster when enterin a ScriptArea... but I just dont get it.. been trying for hours and still dont get it...
 this is 2 random scripts which I've been trying to get working.... but the quiestion is.. what do I have to do in the editor... unchecked the "Active" box on the monster, but should I write something in the CallbackFunc on the grunt, or anything in the PlayerInterractCallback etc.??
 
 I know the bottom one is not complete... just wanted to see if there is something wrnog here?
 
 
 void SpawnGrunt(string &in asParent , string &in asChild , int alState)
 {
 AddEntityCollideCallback("Player" , "SpawnGrunt" , "MonsterFunc1" , true , 1);
 }
 void MonsterFunc1(string &in asParent , string &in asChild , int alState)
 {
 SetEntityActive("servant_grunt" , true);
 }
 
 
 
 void CollideTest1(string &in asParent, string &in asChild, int alState)
 {
 
 SetEntityActive ("test1_grunt" true)
 }
 
 void test1_spawn(string &in asParent , string &in asChild , int alState)
 
 
 Current Project: Depths of Shadows(Mapper)
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	| 06-23-2011, 02:17 AM |  |