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Making grunt active and patrol on key pickup
Strembitsky Offline
Senior Member

Posts: 254
Threads: 37
Joined: Feb 2012
Reputation: 3
#2
RE: Making grunt active and patrol on key pickup

void OnStart()
{
  SetEntityPlayerInteractCallback("key_study_1", "ActivateMonster", true);
}
void ActivateMonster(string &in item)
{
  SetEntityActive("servant_grunt_1", true);
  AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", "0", "idle");
  AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", "0", "idle");
}


void OnEnter()
{
  
}

void OnLeave()
{
  
}
try this, your code wasn't anywhere. It didn't know whether to start when you leave a map, when you enter a map, or when it simply starts.

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(This post was last modified: 03-12-2012, 01:29 AM by Strembitsky.)
03-12-2012, 01:28 AM
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RE: Making grunt active and patrol on key pickup - by Strembitsky - 03-12-2012, 01:28 AM



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