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Monster De-Spawn Script
Elven Offline
Posting Freak

Posts: 862
Threads: 37
Joined: Aug 2011
Reputation: 26
#5
RE: Monster De-Spawn Script

Oh that is easy. Everything is in your bible

Create script area where ur last node point is. And name it for example "monsterdisappear".
Add this into ur OnStart

AddEntityCollideCallback("MyNameIsBob_1", "monsterdisappear", "makemedisappear", true, 1);

and separately:

void makemedisappear(string &in asParent, string &in asChild, int alState)
{
FadeEnemyToSmoke("MyNameIsBob_1, true/false); //true if u want to play sound effect and false if not.
SetEntityActive("MyNameIsBob_1, false); //Its up to you which one you use. Second one instantly deletes it. First one makes it go into smoke with effect ^^
}

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(This post was last modified: 08-23-2011, 04:29 PM by Elven.)
08-23-2011, 04:28 PM
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Messages In This Thread
Monster De-Spawn Script - by ObsidianLegion - 08-23-2011, 04:03 PM
RE: Monster De-Spawn Script - by Elven - 08-23-2011, 04:05 PM
RE: Monster De-Spawn Script - by ObsidianLegion - 08-23-2011, 04:23 PM
RE: Monster De-Spawn Script - by MrBigzy - 08-23-2011, 04:26 PM
RE: Monster De-Spawn Script - by Elven - 08-23-2011, 04:28 PM
RE: Monster De-Spawn Script - by ObsidianLegion - 08-23-2011, 04:50 PM
RE: Monster De-Spawn Script - by MrBigzy - 08-23-2011, 04:54 PM
RE: Monster De-Spawn Script - by Elven - 08-23-2011, 06:00 PM
RE: Monster De-Spawn Script - by BubbleTroll - 08-23-2011, 06:01 PM



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