RE: Pathnode help
(08-09-2011, 01:40 PM)HumiliatioN Wrote: (08-09-2011, 01:24 PM)Lolnesia09 Wrote: How do I make my monster disappear after it reaches a certain node?
I've tried filling in the last thread and making
For exapmle
void OnStart()
{
AddEnemyPatrolNode("Monster", "Node_1", 2, "");
AddEnemyPatrolNode("Monster", "Node_2", 2, "");
AddEnemyPatrolNode("Monster", "Node_3", 2, "");
AddEnemyPatrolNode("Monster", "Node_4", 2, "");
AddEnemyPatrolNode("Monster", "Node_5", 2, "");
AddEnemyPatrolNode("Monster", "Node_6", 2, "");
AddEnemyPatrolNode("Monster", "Node_7", 2, "MyFunc");
}
void MyFunc(string& asEntity)
{
SetEnemyDisabled("Monster", true);
}
They don't seem to work. Maybe I'm using a faulty function? Or I'm simply not putting the correct thing in that box
Please help
You dont have timers here. Here use this definitely works.
void OnStart()
{
AddEntityCollideCallback("Player", "Closetbrute", "Closet_brute", true, 1);
}
void Closet_brute(string &in asParent, string &in asChild, int alState)
{
AddEnemyPatrolNode("Monster", "Node_1", 2, "");
AddEnemyPatrolNode("Monster", "Node_2", 2, "");
AddEnemyPatrolNode("Monster", "Node_3", 2, "");
AddEnemyPatrolNode("Monster", "Node_4", 2, "");
AddEnemyPatrolNode("Monster", "Node_5", 2, "");
AddEnemyPatrolNode("Monster", "Node_6", 2, "");
AddTimer("", 30.0, "DissapearingMonster");
}
void DissapearingMonster(string &in asTimer)
{
SetEntityActive("Monster", false);
}
This is my example. Try it and remember to name "Areas and monster right"
Cheers (:
What's the script where lights turn off with the sounds and screen effects Etc.?
"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
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