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Grunt disappearing
naseem142 Offline
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#1
Grunt disappearing

How can i make the grunt "disappear" if he didn't find the player after 15 seconds?


Thank you.
10-09-2012, 03:26 PM
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Robby Offline
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#2
RE: Grunt disappearing

You use a timer that triggers after 15 seconds, and then you use the "SetEntityActive" function.

Details:

AddTimer("", 15.0f, "GruntDisable");

void GruntDisable(string &in asTimer)
{
SetEntityActive("Grunt_Name", false);
}

Add the timer function to the event script that triggers the monster's spawn.

Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active.
10-09-2012, 03:30 PM
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Lizard Offline
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#3
RE: Grunt disappearing

(10-09-2012, 03:26 PM)naseem142 Wrote: How can i make the grunt "disappear" if he didn't find the player after 15 seconds?


Thank you.
you could add a timer, with makes him disappear

example

Void OnStart()
{
AddTimer("timers name", "number of second", "function to call when the time has passed");
}

void function(string &in asTimer)
{
SetEntityActive("name of monster", false); (false for making him dissapear)
}

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10-09-2012, 03:34 PM
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naseem142 Offline
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#4
RE: Grunt disappearing

(10-09-2012, 03:34 PM)ZereboO Wrote:
(10-09-2012, 03:26 PM)naseem142 Wrote: How can i make the grunt "disappear" if he didn't find the player after 15 seconds?


Thank you.
you could add a timer, with makes him disappear

example

Void OnStart()
{
AddTimer("timers name", "number of second", "function to call when the time has passed");
}

void function(string &in asTimer)
{
SetEntityActive("name of monster", false); (false for making him dissapear)
}
I'm not sure where do i put them in the lines , i started creating my map yesterday.
I tried to put it where i think it belongs but i got an error. :/
10-09-2012, 03:59 PM
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Robby Offline
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#5
RE: Grunt disappearing

What's the error?. Otherwise "we" can't help.

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(This post was last modified: 10-09-2012, 04:06 PM by Robby.)
10-09-2012, 04:06 PM
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naseem142 Offline
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#6
RE: Grunt disappearing

(10-09-2012, 04:06 PM)Nemet Robert Wrote: What's the error?. Otherwise "we" can't help.
I'm getting different errors whenever i try to put them. I'm a noob :c


void OnStart()

{

AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1);
SetEntityCallbackFunc("key_1", "OnPickup");

}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("locked_door1", false, true);

PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);

RemoveItem("key_1");

}

void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("servant_grunt_1", true);
ShowEnemyPlayerPosition("servant_grunt_1");

}

void DoorLockedPlayer(string &in entity)


{
if(GetSwingDoorLocked("gruntdoorss") == true)
{

SetMessage("Messages", "gruntdoor", 0);

}
}

//////////////////////////////////////////////////////////////////

void OnEnter()


{

AddUseItemCallback("", "trap", "locked_door1", "Trapitup", true);

SetEntityCallbackFunc("trap", "OnPickup1");

}

void Trapitup(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("locked_door1", false, true);

PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);

RemoveItem("trap");

}

void OnPickup1(string &in asEntity, string &in type)
{
SetEntityActive("1", true);
ShowEnemyPlayerPosition("1");
SetEntityActive("2", true);
ShowEnemyPlayerPosition("2");
SetEntityActive("3", true);
ShowEnemyPlayerPosition("3");
SetEntityActive("4", true);
ShowEnemyPlayerPosition("4");
SetEntityActive("5", true);
ShowEnemyPlayerPosition("5");

}


////////////////////////////////////////////////////////////////////////////////////


void Explode(string &in asParent, string &in asChild, int alState)
{
SetPropHealth("vase_1", 0);
SetPropHealth("vase_2", 0);
}

//////////////////////////////////////////////////////////////////////////////////////
10-09-2012, 04:07 PM
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Robby Offline
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#7
RE: Grunt disappearing

void OnStart()

{

AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1);
SetEntityCallbackFunc("key_1", "OnPickup");

}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("locked_door1", false, true);

PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);

RemoveItem("key_1");

}

void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("servant_grunt_1", true);
AddTimer("", 15.0f, "GruntDisable");
ShowEnemyPlayerPosition("servant_grunt_1");

}
void GruntDisable(string &in asTimer)
{
SetEntityActive("servant_grunt_1", false);
}

void DoorLockedPlayer(string &in entity)


{
if(GetSwingDoorLocked("gruntdoorss") == true)
{

SetMessage("Messages", "gruntdoor", 0);

}
}

//////////////////////////////////////////////////////////////////

void OnEnter()


{

AddUseItemCallback("", "trap", "locked_door1", "Trapitup", true);

SetEntityCallbackFunc("trap", "OnPickup1");

}

void Trapitup(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("locked_door1", false, true);

PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);

RemoveItem("trap");

}

void OnPickup1(string &in asEntity, string &in type)
{
SetEntityActive("1", true);
ShowEnemyPlayerPosition("1");
SetEntityActive("2", true);
ShowEnemyPlayerPosition("2");
SetEntityActive("3", true);
ShowEnemyPlayerPosition("3");
SetEntityActive("4", true);
ShowEnemyPlayerPosition("4");
SetEntityActive("5", true);
ShowEnemyPlayerPosition("5");

}


////////////////////////////////////////////////////////////////////////////////////


void Explode(string &in asParent, string &in asChild, int alState)
{
SetPropHealth("vase_1", 0);
SetPropHealth("vase_2", 0);
}

//////////////////////////////////////////////////////////////////////////////////////

Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active.
(This post was last modified: 10-09-2012, 04:14 PM by Robby.)
10-09-2012, 04:10 PM
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naseem142 Offline
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Posts: 153
Threads: 19
Joined: Oct 2012
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#8
RE: Grunt disappearing

(10-09-2012, 04:10 PM)Nemet Robert Wrote: void OnStart()

{

AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true);
AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1);
SetEntityCallbackFunc("key_1", "OnPickup");

}

void UsedKeyOnDoor(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("locked_door1", false, true);

PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);

RemoveItem("key_1");

}

void OnPickup(string &in asEntity, string &in type)
{
SetEntityActive("servant_grunt_1", true);
AddTimer("", 15.0f, "GruntDisable");
ShowEnemyPlayerPosition("servant_grunt_1");

}
void GruntDisable(string &in asTimer)
{
SetEntityActive("servant_grunt_1", false);
}

void DoorLockedPlayer(string &in entity)


{
if(GetSwingDoorLocked("gruntdoorss") == true)
{

SetMessage("Messages", "gruntdoor", 0);

}
}

//////////////////////////////////////////////////////////////////

void OnEnter()


{

AddUseItemCallback("", "trap", "locked_door1", "Trapitup", true);

SetEntityCallbackFunc("trap", "OnPickup1");

}

void Trapitup(string &in asItem, string &in asEntity)

{

SetSwingDoorLocked("locked_door1", false, true);

PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);

RemoveItem("trap");

}

void OnPickup1(string &in asEntity, string &in type)
{
SetEntityActive("1", true);
ShowEnemyPlayerPosition("1");
SetEntityActive("2", true);
ShowEnemyPlayerPosition("2");
SetEntityActive("3", true);
ShowEnemyPlayerPosition("3");
SetEntityActive("4", true);
ShowEnemyPlayerPosition("4");
SetEntityActive("5", true);
ShowEnemyPlayerPosition("5");

}


////////////////////////////////////////////////////////////////////////////////////


void Explode(string &in asParent, string &in asChild, int alState)
{
SetPropHealth("vase_1", 0);
SetPropHealth("vase_2", 0);
}

//////////////////////////////////////////////////////////////////////////////////////
thank you Angel
10-09-2012, 04:18 PM
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