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Insanity sound
Darkfire Offline
Senior Member

Posts: 371
Threads: 22
Joined: May 2014
Reputation: 15
#8
RE: Insanity sound

That's true. And I think you have to kind of reset the script, for example if you have AddEntityCollideCallback that triggers the monster, you'll have to use that script again in the checkpoint script, because it disappears after first usage. Like this:

Spoiler below!

void OnStart
{
AddEntityCollideCallback("Player", "ScriptArea", "FreeMonster", true, 1);
}

void FreeMonster(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Monster", true);
CheckPoint ("aa", "PlayerStart_1", "CheckP", "Hints", "RespawnHint1");
}
void CheckP(string &in asName, int alCount)
{
AddEntityCollideCallback("Player", "ScriptArea", "FreeMonster", true, 1);
}



Say if you don't understand smth.

04-04-2015, 05:29 PM
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Messages In This Thread
Insanity sound - by Lars - 04-02-2015, 04:19 PM
RE: Insanity sound - by Darkfire - 04-02-2015, 05:55 PM
RE: Insanity sound - by Lars - 04-02-2015, 07:28 PM
RE: Insanity sound - by Daemian - 04-02-2015, 08:14 PM
RE: Insanity sound - by Darkfire - 04-02-2015, 10:28 PM
RE: Insanity sound - by Lars - 04-04-2015, 03:46 PM
RE: Insanity sound - by Slanderous - 04-04-2015, 04:44 PM
RE: Insanity sound - by Darkfire - 04-04-2015, 05:29 PM
RE: Insanity sound - by Lars - 04-05-2015, 02:36 PM
RE: Insanity sound - by Darkfire - 04-05-2015, 03:31 PM
RE: Insanity sound - by Lars - 08-17-2015, 01:16 PM
RE: Insanity sound - by jens - 08-17-2015, 01:52 PM
RE: Insanity sound - by Lars - 08-17-2015, 02:22 PM
RE: Insanity sound - by Lars - 08-17-2015, 04:14 PM
RE: Insanity sound - by Slanderous - 08-17-2015, 04:37 PM
RE: Insanity sound - by Lars - 08-17-2015, 04:43 PM



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