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Script Help New Problem: SetEntityPlayerLookAtCallback
araphon1 Offline
Junior Member

Posts: 5
Threads: 2
Joined: Mar 2012
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#6
RE: New Problem: SetEntityPlayerLookAtCallback

(03-14-2012, 02:39 PM)SilentStriker Wrote: try this:

void Function(string &in asEntity, int alState)

{
if(alState == 1){

AddEnemyPatrolNode("Entity","PathNodeArea_4",1,"idle");

AddEnemyPatrolNode("Entity","PathNodeArea_5",0,"idle");
}

}
I tried it, with additions:

void Function(string &in asEntity, int alState)
{    
    if((alState == 1) && (GetLocalVarInt("MonsterSpawned_1") == 1))
    {
    AddEnemyPatrolNode("Entity","PathNodeArea_4",1,"idle");
    AddEnemyPatrolNode("Entity","PathNodeArea_5",0,"idle");
    }
}

Now the script runs, but not as expected. I look at the grunt, but he doesn't move. My thought: How does the if know which alState to look at? I have quite a few already see.

03-14-2012, 02:56 PM
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RE: New Problem: SetEntityPlayerLookAtCallback - by araphon1 - 03-14-2012, 02:56 PM



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