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Script Help Waterlurker not reacting to triggers?
Statyk Offline
Schrödinger's Mod

Posts: 4,390
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Joined: Sep 2011
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#5
RE: Waterlurker not reacting to triggers?

(12-10-2011, 03:48 PM)Your Computer Wrote: Rather than attempting to deactivate the waterlurkers, why not just delete the ones in the map and create them through the script?
That seems like a bit more work than necessary =\

Just set them inactive in the level editor, and when the player walks through "Waterlurk", add a callback function with these in it:
//___________________________

void CALLBACKNAME(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("water1", true);
SetEntityActive("water2", true);
//Fill in the enemies' pathnode info here, using your information.
}
12-10-2011, 06:04 PM
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RE: Waterlurker not reacting to triggers? - by Statyk - 12-10-2011, 06:04 PM



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