MissMarilynn
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Posts: 77
Threads: 23
Joined: Oct 2011
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RE: SanityBoost script is giving me an error?
(10-20-2011, 10:55 PM)Your Computer Wrote: (10-20-2011, 10:21 PM)MissMarilynn Wrote: Now my scripting isn't working for the monster being set active by picking up a crowbar. I want him to head to the player right away. My scripting is:
SetEntityPlayerInteractCallback("crowbar_1", "MonsterSpawn", false);
void MonsterSpawn(string& asName, string& asCallback)
{
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
PlaySoundAtEntity("", "react_scare", "Player", 0, false);
ShowEnemyPlayerPosition("crowbarscare");
SetEntityActive("crowbarscare", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 4, "");
(and then lots more pathnodes)
}
You made the same mistake as with IsItLockedComplete.
(10-20-2011, 10:21 PM)MissMarilynn Wrote: Crowbarscare is the monster.
So there are two monsters? Or is "servant_grunt_1" supposed to be "crowbarscare"? Yeah servant grunt 1 is crowbarscare. Bizarre name I know but it was easier to remember for me. I forgot to change the pathnodes but I don't think that would mess up my entire scripting would it? The monster doesn't even become active on entity.
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10-21-2011, 12:28 AM |
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