PurpelPumpkin
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Posts: 5
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Joined: Sep 2011
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RE: Need some brief help.
(09-04-2011, 12:38 AM)Selyp Wrote: The ending bracket would be the end of that specific function. Any other functions you add would go under it, and you would start over. For example, say you had another AddEntityCollideCallback in your OnStart section it would look like this.
void OnStart()
{
AddEntityCollideCallback("Player", "PlayerCollide", "MonsterFunction", true, 1);
AddEntityCollideCallback ("Player", "PlayerCollide2", "MonsterFunction2", true, 1);
}
void MonsterFunction(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0, "");
}
void MonsterFunction2 (string &in asParent, string &in asChild, int alState)
{
Whatever you want to happen here
}
Oh, ok great thanks! Although, I have a final request since I'm a noob that's just starting with this kind of thing, is if anyone would want or is able to help while I'm doing it, here's my skype: upp.ner
Okay, I've changed my mind, I want this to happen, you pick up lantern and that makes the door slam shut, and then the next time you touch the door a monster spawns, anyone that can help me?
(This post was last modified: 09-04-2011, 10:27 AM by PurpelPumpkin.)
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09-04-2011, 10:06 AM |
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