GrAVit 
 
 
		
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Why does my monster keep spinning around? 
			 
			
				Hey, my brute keeps spinning around after a script command enables it. I do have pathnodes set. I don't know what's causing this. Help?
			 
			
			
 
			
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	| 03-03-2012, 06:11 PM  | 
	
		
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		Shives 
 
 
		
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RE: Why does my monster keep spinning around? 
			 
			
				Could you show me your script? 
Maybe I can find the mistake 
			 
			
			
 
			
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	| 03-03-2012, 06:23 PM  | 
	
		
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		Strembitsky 
 
 
		
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RE: Why does my monster keep spinning around? 
			 
			
				If he spawns in your vision, he will spawn in a specific direction and then have to turn around. When I had this problem, in order for myself to get around it, I just made the monster spawn behind a door in front of me.
			 
			
			
 
The Nightmares  v1.0 - Dreadful Fires WIP  
			
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	| 03-03-2012, 06:57 PM  | 
	
		
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		GrAVit 
 
 
		
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RE: Why does my monster keep spinning around? 
			 
			
				 (03-03-2012, 06:23 PM)Shives Wrote:  Could you show me your script? 
Maybe I can find the mistake 
void OnStart() 
{ 
PlayMusic("06_amb.ogg", true, 1, 0.1, 0, true); 
SetEntityPlayerInteractCallback("lantern_2", "Pickup_1", true); 
SetEntityPlayerInteractCallback("rusty", "Pickup_3", true); 
AddEntityCollideCallback("Player","ScriptArea_1","DoorSlam",true,1); 
AddEntityCollideCallback("Player","lost","morsogone",true,1); 
AddEntityCollideCallback("Player","ScriptArea_2","StopLurker",true,1); 
AddEntityCollideCallback("Player","nicolas","laugh",true,1); 
SetEntityPlayerLookAtCallback("Jukka", "Jukkascare", true); 
AddUseItemCallback("", "key_study_1", "cellar_wood01_slow_10", "unlockhena", true); 
SetEntityPlayerInteractCallback("key_study_1", "Pickup_2", true); 
SetPlayerLampOil(0.0f); 
for (int x = 0; x < 91; x++) {  
  AddEnemyPatrolNode("waterlurker_1", "PathNodeArea_"+x, 0, ""); 
}  
for (int x = 0; x < 37; x++) { 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_"+x, 0, "");  
} 
} 
void Pickup_1(string &in asEntity) 
{ 
if(asEntity == "lantern_2") 
SetPlayerLampOil(25.0f); 
SetEntityActive("ScriptArea_1", true); 
SetSwingDoorLocked("prison_section_plain_2", false, true); 
} 
void DoorSlam(string &in asParent, string &in asChild, int alState) 
{ 
StartPlayerLookAt("prison_section_plain_2", 10, 100, ""); 
SetSwingDoorDisableAutoClose("prison_section_plain_2", true); 
SetSwingDoorClosed("prison_section_plain_2", false, true); 
AddPropForce("prison_section_plain_2",0,0,1200,"world"); 
PlaySoundAtEntity("", "close_gate.snt", "prison_section_plain_2", 0, false); 
GiveSanityDamage(20, true); 
PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false); 
FadeImageTrailTo(3, 1); 
 FadeSepiaColorTo(5, 1); 
 FadePlayerFOVMulTo(0.7, 0.05); 
 AddTimer("timerReset", 1.0f, "TimerReset"); 
} 
void TimerReset(string &in asTimer) 
{ 
 ChangePlayerStateToNormal(); 
 StopPlayerLookAt(); FadeImageTrailTo(0, 1); 
 FadeSepiaColorTo(0, 1); 
 //FadeRadialBlurTo(0, 1); 
 FadePlayerFOVMulTo(1, 0.01f); SetPlayerMoveSpeedMul(1); 
 SetPlayerRunSpeedMul(1); 
 SetPlayerLookSpeedMul(1);  
} 
void Pickup_2(string &in asEntity) 
{ 
StartPlayerLookAt("waterlurker_1", 10, 100, ""); 
SetEntityActive("waterlurker_1", true); 
PlayMusic("07_amb.ogg", true, 1, 4.0f, 0, true); 
PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false); 
GiveSanityDamage(30, true); 
AddTimer("timerReset", 0.6f, "TimerResetPlayer"); 
SetEntityActive("ScriptArea_2", true); 
} 
void TimerResetPlayer(string &in asTimer) 
{ 
 ChangePlayerStateToNormal(); 
 StopPlayerLookAt(); 
 SetPlayerMoveSpeedMul(1); 
 SetPlayerRunSpeedMul(1); 
 SetPlayerLookSpeedMul(1);  
} 
void unlockhena(string &in item, string &in door) 
{ 
    SetSwingDoorLocked("cellar_wood01_slow_10", false, true); 
    PlaySoundAtEntity("", "unlock_door", "cellar_wood01_slow_10", 0, false); 
    RemoveItem("key_study_1"); 
} 
void StopLurker(string &in asParent, string &in asChild, int alState) 
{ 
SetEntityActive("waterlurker_1",false); 
StopMusic(2, 1); 
PlayMusic("06_amb.ogg", true, 1, 2.0f, 0, true); 
} 
void Jukkascare(string &in asEntity, int alState) 
{ 
StartPlayerLookAt("Jukka", 10, 100, ""); 
GiveSanityDamage(35, true); 
PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false); 
FadeImageTrailTo(3, 1); 
 FadeSepiaColorTo(5, 1); 
 FadePlayerFOVMulTo(0.7, 0.05); 
 AddTimer("timerReset", 1.5f, "TimerJukka"); 
} 
void TimerJukka(string &in asTimer) 
{ 
 ChangePlayerStateToNormal(); 
 StopPlayerLookAt(); FadeImageTrailTo(0, 1); 
 FadeSepiaColorTo(0, 1); 
 //FadeRadialBlurTo(0, 1); 
 FadePlayerFOVMulTo(1, 0.01f); SetPlayerMoveSpeedMul(1); 
 SetPlayerRunSpeedMul(1); 
 SetPlayerLookSpeedMul(1);  
} 
void laugh(string &in asParent, string &in asChild, int alState) 
{ 
PlaySoundAtEntity("", "nicolas", "Player", 0, false); 
GiveSanityDamage(10, true); 
} 
void Pickup_3(string &in asEntity) 
{ 
AutoSave(); 
SetEntityActive("miekkamorso", true); 
PlaySoundAtEntity("", "react_pant.snt", "Player", 0, false); 
GiveSanityDamage(8, true); 
SetEntityActive("lost", true); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_102", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_100", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_101", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_99", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_128", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_98", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_97", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_96", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_95", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_94", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_92", 2, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_93", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_103", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_104", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_105", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_106", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_107", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_108", 1, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_109", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_111", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_112", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_110", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_113", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_114", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_115", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_116", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_117", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_118", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_119", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_120", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_121", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_122", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_123", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_124", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_125", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_126", 0, ""); 
AddEnemyPatrolNode("miekkamorso", "PathNodeArea_127", 0, ""); 
} 
void morsogone(string &in asParent, string &in asChild, int alState) 
{ 
FadeEnemyToSmoke("miekkamorso", true); 
PlayMusic("06_amb.ogg", true, 1, 2.0f, 0, true); 
}
  
			 
			
			
 
			
				
(This post was last modified: 03-04-2012, 04:17 PM by GrAVit.)
 
				
			 
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	| 03-04-2012, 04:15 PM  | 
	
		
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		GrAVit 
 
 
		
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RE: Why does my monster keep spinning around? 
			 
			
				Any help? I would really want to get this problem solved.
			 
			
			
 
			
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	| 03-05-2012, 05:36 PM  | 
	
		
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		Strembitsky 
 
 
		
			Senior Member 
			
			
			
 
			
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RE: Why does my monster keep spinning around? 
			 
			
				 (03-03-2012, 06:57 PM)Strembitsky Wrote:  If he spawns in your vision, he will spawn in a specific direction and then have to turn around. When I had this problem, in order for myself to get around it, I just made the monster spawn behind a door in front of me. 
Another protip: Don't make the monsters materialize out of thin air.
 
EDIT: I think I may have read your main problem wrong. Are you saying that he just keeps on spinning, and doesn't stop? Or he spins for a second and then comes after you?
			  
			
			
 
The Nightmares  v1.0 - Dreadful Fires WIP  
			
				
(This post was last modified: 03-05-2012, 05:44 PM by Strembitsky.)
 
				
			 
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	| 03-05-2012, 05:39 PM  | 
	
		
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		GrAVit 
 
 
		
			Senior Member 
			
			
			
 
			
	Posts: 580 
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RE: Why does my monster keep spinning around? 
			 
			
				 (03-05-2012, 05:39 PM)Strembitsky Wrote:  Another protip: Don't make the monsters materialize out of thin air. 
 
EDIT: I think I may have read your main problem wrong. Are you saying that he just keeps on spinning, and doesn't stop? Or he spins for a second and then comes after you? He spins till he notices me.
			  
			
			
 
			
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	| 03-08-2012, 07:53 PM  | 
	
		
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