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Activating Monsters/Entities
GhastDagger Offline
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Joined: Sep 2011
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#1
Question  Activating Monsters/Entities

Hey guys, i need a couple of monsters and a corpse to appear after the player picks up an item, and make a Vase break when the player gets near it, and also the scare effect (the 1 that makes the camera get pushed or somethin) plus making him look at a direction for a couple of seconds

Would you kindly tell me the scripts and callbacks i'll need to make these things ? also is it possible to make a window break after the player picks the item ?

sorry for asking too much..
10-12-2011, 01:01 PM
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Obliviator27 Offline
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Posts: 792
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#2
RE: Activating Monsters/Entities

In order...
SetEntityActive (SetEntityPlayerInteractCallback to call it)
SetPropHealth (AddEntityCollideCallback to call it)
GiveSanityDamage
StartPlayerLookAt
SetPropHealth (SetEntityPlayerInteractCallback to call it)

http://wiki.frictionalgames.com/hpl2/amn..._functions
^ Is your best friend while scripting.

10-12-2011, 05:23 PM
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GhastDagger Offline
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Posts: 9
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#3
RE: Activating Monsters/Entities

lol thanks alot mate!
oh but hey, do i have to write some callbacks ingame ? like for the monsters' call back?
(This post was last modified: 10-12-2011, 05:58 PM by GhastDagger.)
10-12-2011, 05:39 PM
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Obliviator27 Offline
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#4
RE: Activating Monsters/Entities

If you set the monster to active, he'll just stand there. If you want him to move, include AddEnemyPatrolNode into the callback that activates him, and be sure to have pathnodes set up.


10-12-2011, 07:31 PM
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