Your Computer 
 
 
		
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OnAutoDisabled conditions 
			 
			
				I'm wondering if anyone knows all the conditions required for enemy callbacks to trigger with "OnAutoDisabled" for its type. Apparently, the game automatically deactivating the monster is not enough to trigger the callback.
			 
			
			
 
			
				
(This post was last modified: 03-15-2012, 05:52 PM by Your Computer.)
 
				
			 
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	| 11-08-2011, 01:52 AM  | 
	
		
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		Tanshaydar 
 
 
		
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RE: OnAutoDisabled conditions 
			 
			
				When player dies and respawns?
			 
			
			
 
			
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	| 11-08-2011, 04:01 AM  | 
	
		
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		Your Computer 
 
 
		
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RE: OnAutoDisabled conditions 
			 
			
				Nope, while still alive. Sometimes the callback gets triggered, but most of the time it doesn't.
			 
			
			
 
			
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	| 11-08-2011, 04:14 AM  | 
	
		
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		Tanshaydar 
 
 
		
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RE: OnAutoDisabled conditions 
			 
			
				After being activated, when player gets far enough for monster to be deactivated? 
I'm just trying to guess, I have no information. 
			 
			
			
 
			
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	| 11-08-2011, 04:37 PM  | 
	
		
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		Your Computer 
 
 
		
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	| 02-08-2012, 11:14 AM  | 
	
		
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		Urkle 
 
 
		
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RE: OnAutoDisabled conditions 
			 
			
				 (02-08-2012, 11:14 AM)Your Computer Wrote:  It would appear that this issue is slightly related to this: http://www.frictionalgames.com/forum/thread-13140.html 
 
Edit: Maybe not; this is too random... Conditions for calling OnAutoDisabled.
 
if (IsAtLastPatrolNode() && ! IsSeenByPlayer && DistToPlayer > 10 && AutoRemoveAtPathEnd)
 
But only for the Grunt Enemy 
			  
			
			
 
Developing away on one of 
Multiple Macs running 10.6, 10.7, 10.8, and 10.9. 
Linux, 8-core AMD, 8GB RAM, Fedora 18, nVidia 450 1GB 
			
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	| 03-15-2012, 03:05 PM  | 
	
		
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		Your Computer 
 
 
		
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RE: OnAutoDisabled conditions 
			 
			
				Okay, i think i know how to handle my situation now, but is it safe to assume that AutoRemoveAtPathEnd is generally true (or a constant true)?
			 
			
			
 
			
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	| 03-15-2012, 05:01 PM  | 
	
		
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		Urkle 
 
 
		
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RE: OnAutoDisabled conditions 
			 
			
				it defaults to true and can be overridden in the UserDefinedVariables section of the entity defintion (e.g. entities/enemy/servant_grunt/servant_grunt.ent ) 
 
This is overidden in the graveyard_corpse (ptest) and the enemy_suiter_basile and enemy_suiter_malo 
			 
			
			
 
Developing away on one of 
Multiple Macs running 10.6, 10.7, 10.8, and 10.9. 
Linux, 8-core AMD, 8GB RAM, Fedora 18, nVidia 450 1GB 
			
				
(This post was last modified: 03-15-2012, 05:21 PM by Urkle.)
 
				
			 
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	| 03-15-2012, 05:20 PM  | 
	
		
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