I've been working on this for quite a while - the room has taken me a couple weeks to prepare visually (probably because I'm a nooblette) and I've been procrastinating on the scripting.
I took a look at the scripts for Amnesia where they triggered the grunt in the Archives (jump-scare after cave-in) and got this far with the script:
---------------------------------------------------------------------
void OnStart (string &in asParent, string &in asChild, int alState)
{
SetEntityActive ("monster_trigger", true);
}
void OnStart ()
{
AddEnemyPatrolNode("brute", "PathNodeArea_2", 0.0f, "");
AddEntityCollideCallback ("Player", "monster_trigger"
----------------------------------------------------------------------
I'm not sure if any of that is correct.
This is the area I'm working with:
There's a door leading from an entrance-hall to this room, but it wouldn't give the player enough time to hide if I triggered the monster upon having the player break the wall. Instead, I placed a script area (named monster_trigger) inside the secret room to force the player to hide in there until the monster (named brute) disappears.
So I guess my main question is: how do I trigger an entity to activate upon player collision with a script area?
If you have the time, I would also like to know how to make him disappear when he reaches the end of the pathnodes.
Thanks for being patient with me!