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Making the grunt run at the player as he spawned
flamez3 Offline
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#1
Making the grunt run at the player as he spawned

*EDIT* I didn't want to make another thread so i edited this one

Is there anyway i can get the grunt to start running at the player as soon as he steps in a areascript?
(This post was last modified: 10-14-2011, 11:15 AM by flamez3.)
10-14-2011, 10:19 AM
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MrBigzy Offline
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#2
RE: Making another enemy spawn on another computer

I'm not sure which would take precedence, but it's probably a better idea to rename the .ent file to something else, that way people will always load it. It doesn't have to be the same name as the original.
(This post was last modified: 10-14-2011, 10:55 AM by MrBigzy.)
10-14-2011, 10:55 AM
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flamez3 Offline
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#3
RE: Making another enemy spawn on another computer

(10-14-2011, 10:55 AM)MrBigzy Wrote: I'm not sure which would take precedence, but it's probably a better idea to rename the .ent file to something else, that way people will always load it. It doesn't have to be the same name as the original.
Ahhhhhh, IDK, It doesn't even load for me :S maybe i should just leave it and change it to a normal grunt, is there anyway i can get the grunt to start running at the player as soon as he steps in a areascript?
10-14-2011, 11:14 AM
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Acies Offline
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#4
RE: Making the grunt run at the player as he spawned

Yes. The command:
ShowEnemyPlayerPosition(string& asName);


Does actually cause the monster to run. It doesn't run at full speed from start, but accelerates up to it.

[Image: mZiYnxe.png]


10-14-2011, 11:21 AM
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