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Monster De-Spawn Script
ObsidianLegion Offline
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Posts: 173
Threads: 53
Joined: Jun 2011
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#6
RE: Monster De-Spawn Script

(08-23-2011, 04:28 PM)Elven Wrote: 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 ^^
}

But what if I activate the trigger while the monster isn't active?

"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
08-23-2011, 04:50 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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