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Disable enemy triggers
Knusper. Offline
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Posts: 58
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Joined: Feb 2013
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#1
Disable enemy triggers

Hey all,

This is my first thread and I hope its in the rigt topic ...
I have a problem on my new custom story.
Some of the grunts on my map shall be not able to react to the player,
so that you can go near to them and they dont attac you.

first I read much about "disableenemytrigger". There is a button on
the enemys page in the editor. And I made a script to disable them.
But then the monsters disappear.
Is there a way to do this? Do I have to make scripts or change the enemys
settings?

Thx for reading,

Knusper
(This post was last modified: 02-23-2013, 09:44 PM by Knusper..)
02-23-2013, 10:16 AM
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MulleDK19 Offline
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Posts: 545
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#2
RE: Disable enemy triggers

What's your script?

You need to use SetEnemyDisableTriggers.

[Image: 16455.png]
02-23-2013, 10:18 AM
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Knusper. Offline
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Posts: 58
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Joined: Feb 2013
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#3
RE: Disable enemy triggers

here:

SetEnemyDisableTriggers("servant_grunt_1", true);

i used it but the enemys are just not there anymore.

do I have to put it to void on start?
I only put it like this:

void laterne(string &in asName, int alCount)
{
RemoveItem("lantern_1");
SetEnemyDisableTriggers("servant_grunt_1", true); //monster off
}

thx for answer
02-23-2013, 10:26 AM
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PutraenusAlivius Offline
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#4
RE: Disable enemy triggers

Go to the Grunt's properties, check the box for "Disable Enemy Triggers." Or something like that. And then de-active it. Deactivating them will make them cannot be seen.

"Veni, vidi, vici."
"I came, I saw, I conquered."
02-23-2013, 10:27 AM
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Knusper. Offline
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Posts: 58
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Joined: Feb 2013
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#5
RE: Disable enemy triggers

thx for answer

I tried it with "Disable Enemy Triggers" and it didnt work.
What exactly do you mean with de-active?
(sorry, im a beginner)
02-23-2013, 10:33 AM
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PutraenusAlivius Offline
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#6
RE: Disable enemy triggers

(02-23-2013, 10:33 AM)Knusper. Wrote: thx for answer

I tried it with "Disable Enemy Triggers" and it didnt work.
What exactly do you mean with de-active?
(sorry, im a beginner)
Below the enemy's name, theres a box that says "Active". Unchecking it will make the monster look blurred in the Level Editor, but is invisible in-game.

"Veni, vidi, vici."
"I came, I saw, I conquered."
02-23-2013, 10:47 AM
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343 Offline
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#7
RE: Disable enemy triggers

(02-23-2013, 10:47 AM)JustAnotherPlayer Wrote:
(02-23-2013, 10:33 AM)Knusper. Wrote: thx for answer

I tried it with "Disable Enemy Triggers" and it didnt work.
What exactly do you mean with de-active?
(sorry, im a beginner)
Below the enemy's name, theres a box that says "Active". Unchecking it will make the monster look blurred in the Level Editor, but is invisible in-game.

That's not what he wants the Grunt to be. He wanted to make Grunt to not see him. Tell me if im wrong, still tired.

To answer on your question, I can't. I got no access to my real PC atm.
02-23-2013, 12:54 PM
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Knusper. Offline
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Posts: 58
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#8
RE: Disable enemy triggers

343 is right.
The monster should be seen by you, but it should not see the player.
something like a friendly enemy.
02-23-2013, 01:47 PM
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PutraenusAlivius Offline
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#9
RE: Disable enemy triggers

(02-23-2013, 01:47 PM)Knusper. Wrote: 343 is right.
The monster should be seen by you, but it should not see the player.
something like a friendly enemy.
Check the box named, "Disable Triggers" on the Grunt's properties in the Level Editor.

"Veni, vidi, vici."
"I came, I saw, I conquered."
02-23-2013, 02:32 PM
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tonitoni1998 Offline
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#10
RE: Disable enemy triggers

When the monster is deactive in the editor it is completely not there until you activate it. You can put SetEnemyDisableTriggers everywhere (i guess). Maybe its because you dont have pathnodes? When you dont look at the monster and there are no pathondes left it disappears

When you are looking for someone, to do the scripting for your Custom Story, ask me!
(This post was last modified: 02-23-2013, 02:36 PM by tonitoni1998.)
02-23-2013, 02:35 PM
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