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Force player to follow enemy until it disappear help.
ClayPigeon Offline
Member

Posts: 214
Threads: 13
Joined: Mar 2012
Reputation: 8
#8
RE: Force player to follow enemy until it disappear help.

Here:
////////////////////////////
// Run first time starting map
void OnStart()
{
PlaySoundAtEntity("", "amb_idle.snt", "Player", 0, false);
SetPlayerActive(false);
SetPlayerCrouching(true);
FadeOut(0);
FadeIn(3);
AddTimer("T1", 3, "Intro");
AddTimer("T2", 6, "Intro");
AddTimer("T3", 8, "Intro");
AddTimer("T4", 10, "Intro");
AddTimer("T5", 12, "Intro");
AddEntityCollideCallback("Player", "MonsterSpawn", "SpawnMonster", true, 1);
AddUseItemCallback("", "key_tower_1", "level_wood_1", "AtticUnlock", true);AddEntityCollideCallback("servant_grunt_1", "Area", "StopLook", false, 1);
}
void Intro(string &in asTimer)
{
string x = asTimer;
if (x == "T1")
{
PlaySoundAtEntity("", "react_breath.snt", "Player", 0, false);
FadeOut(3);
}
else if (x == "T2")
{
FadeIn(3);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
StartPlayerLookAt("ScriptArea_1", 2, 2, "");
}
else if (x == "T3")
{
StopPlayerLookAt();
StartPlayerLookAt("ScriptArea_2", 2, 2, "");
}
else if (x == "T4")
{
PlaySoundAtEntity("", "react_sigh.snt", "Player", 0, false);
StopPlayerLookAt();
}
else if (x == "T5")
{
SetPlayerCrouching(false);
SetPlayerActive(true);
}
}
void SpawnMonster(string &in asParent, string &in asChild, int alState)
{
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0, "");
SetEntityActive("servant_grunt_1", true);StartPlayerLookAt("MonsterEntity", 1.0f, 1.5f, "LookedAt");
}
void AtticUnlock(string &in asItem, string &in asDoor)
{
SetLevelDoorLocked("level_wood_1", false);
PlayGuiSound("door_sewer_unlock.snt", 100);
RemoveItem("key_tower_1");
}
////////////////////////////
// Run when entering map
void OnEnter()
{

}void LookedAt()
{    
    StartPlayerLookAt("MonsterEntity", 1.0f, 1.0f, "LookedAt");
}

void StopLook(string &in par, string &in chi, int state)
{  
    StopPlayerLookAt();
}
////////////////////////////
// Run when leaving map
void OnLeave()
{

}


Just add a script area with which the monster will collide. Copy the area's name and put it instead "Area" in AddEntityCollideCallback("servant_grunt_1", "Area", "StopLook", false, 1);
07-21-2013, 07:29 PM
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RE: Force player to follow enemy until it disappear help. - by ClayPigeon - 07-21-2013, 07:29 PM



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