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How do i make Statues despawn?
Putkimato Offline
Junior Member

Posts: 25
Threads: 8
Joined: Jun 2012
Reputation: 0
#4
RE: How do i make Statues despawn?

(06-09-2012, 12:24 PM)Robosprog Wrote: Add a timer before you set them inactive? I think that's a solution.

Elaborating: I assume you have the script set up where once you step into the area the statues spawn? As far as my knowledge goes, you could create a timer so say, 5 seconds afterwards it activates another line that deactivates them.

(06-09-2012, 12:36 PM)beecake Wrote: AddTimer("", 5, KnightsDespawn);


void KnightsDespawn(string &in asTimer)
{
SetEntityActive("Knight1", false);
SetEntityActive("Knight2", false);

SetEntityActive("Knight3", false);

SetEntityActive("Knight4", false);

SetEntityActive("Knight5", false);

}
Ty!

(06-09-2012, 12:36 PM)beecake Wrote: AddTimer("", 5, KnightsDespawn);


void KnightsDespawn(string &in asTimer)
{
SetEntityActive("Knight1", false);
SetEntityActive("Knight2", false);

SetEntityActive("Knight3", false);

SetEntityActive("Knight4", false);

SetEntityActive("Knight5", false);

}
Uhm.. Could you clear my code? Because im getting error: main(92, 1) : ERR UNEXPECTED END OF FILE

////////////////////////////

// Run when entering map

void OnEnter()

{

AddUseItemCallback("", "key_1", "mansion_1", "KeyOnDoor", true);
SetEntityPlayerInteractCallback("cabinettrap", "Spawn", true);
AddUseItemCallback("", "giantkey1", "cellarmain", "KeyOnDoor2", true);
SetEntityPlayerInteractCallback("note1", "Morsot1", true);
AddEntityCollideCallback("Player", "knact", "knact", true, 1);
}

void KeyOnDoor(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("mansion_1", false, true);
PlaySoundAtEntity("", "unlock_door", "mansion_1", 0, false);
RemoveItem("key_1");

}

void Spawn(string &in asEntity)

{

SetEntityActive("corpse1", true);
AddTimer("Scare", 0.5f, "Scare1");
}

void Scare1(string &in asTimer)

{

GiveSanityDamage(10, true);
PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);

}

void KeyOnDoor2(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("cellarmain", false, true);
PlaySoundAtEntity("", "unlock_door", "cellarmain", 0, false);
RemoveItem("giantkey1");

}

void Morsot1(string &in item)

{

SetEntityActive("morso1", true);

}

void knact(string &in asParent, string &in asChild, int alState)

{
SetEntityActive("kn1", true);
SetEntityActive("kn2", true);
SetEntityActive("kn3", true);
SetEntityActive("kn4", true);
SetEntityActive("kn5", true);
SetEntityActive("kn6", true);
SetEntityActive("kn7", true);
AddTimer("", 3, KnightsDespawn);


void KnightsDespawn(string &in asTimer)
{
SetEntityActive("kn1", false);
SetEntityActive("kn2", false);
SetEntityActive("kn3", false);
SetEntityActive("kn4", false);
SetEntityActive("kn5", false);
SetEntityActive("kn6", false);
SetEntityActive("kn7", false);
}
(This post was last modified: 06-09-2012, 12:52 PM by Putkimato.)
06-09-2012, 12:40 PM
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Messages In This Thread
How do i make Statues despawn? - by Putkimato - 06-09-2012, 12:23 PM
RE: How do i make Statues despawn? - by Putkimato - 06-09-2012, 12:40 PM
RE: How do i make Statues despawn? - by Putkimato - 06-09-2012, 01:36 PM
RE: How do i make Statues despawn? - by i3670 - 06-09-2012, 01:45 PM
RE: How do i make Statues despawn? - by Putkimato - 06-09-2012, 01:54 PM
RE: How do i make Statues despawn? - by i3670 - 06-09-2012, 04:15 PM
RE: How do i make Statues despawn? - by Ermu - 06-09-2012, 09:22 PM



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