OriginalUsername
Posting Freak
Posts: 896
Threads: 42
Joined: Feb 2013
Reputation:
34
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RE: Enemy respawn?
void Monsterfunction(string &in asParent, string &in asChild, int alState)
{
AddLocalVarInt("monster", -1);
AddTimer("", 0.1f, "monsterspawn");
}
void monsterspawn(string &in asTimer)
{
if(GetLocalVarInt("monster") == 0)
{
CheckPoint("checkpoint", "PlayerStartArea_2", "check", "Messages", "monsterhint");
SetMessage("Messages", "henrytalk4", 0);
SetEntityActive("floyd", true);
SetEntityActive("charles", true);
}
else
{
}
}
This might do it.
And you also have to change the true in addentitycollidecallback to false, so it wont delete itself
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02-24-2013, 01:35 PM |
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Kirbypwnage
Junior Member
Posts: 46
Threads: 4
Joined: Feb 2013
Reputation:
1
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RE: Enemy respawn?
(02-24-2013, 01:35 PM)Smoke Wrote: void Monsterfunction(string &in asParent, string &in asChild, int alState)
{
AddLocalVarInt("monster", -1);
AddTimer("", 0.1f, "monsterspawn");
}
void monsterspawn(string &in asTimer)
{
if(GetLocalVarInt("monster") == 0)
{
CheckPoint("checkpoint", "PlayerStartArea_2", "check", "Messages", "monsterhint");
SetMessage("Messages", "henrytalk4", 0);
SetEntityActive("floyd", true);
SetEntityActive("charles", true);
}
else
{
}
}
This might do it.
And you also have to change the true in addentitycollidecallback to false, so it wont delete itself
Okay, thanks! I'll test it later.
EDIT: It worked! Thank you for your help, I appreciate it!
(This post was last modified: 02-24-2013, 04:58 PM by Kirbypwnage.)
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02-24-2013, 02:34 PM |
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OriginalUsername
Posting Freak
Posts: 896
Threads: 42
Joined: Feb 2013
Reputation:
34
|
RE: Enemy respawn?
(02-24-2013, 02:34 PM)Kirbypwnage Wrote: (02-24-2013, 01:35 PM)Smoke Wrote: void Monsterfunction(string &in asParent, string &in asChild, int alState)
{
AddLocalVarInt("monster", -1);
AddTimer("", 0.1f, "monsterspawn");
}
void monsterspawn(string &in asTimer)
{
if(GetLocalVarInt("monster") == 0)
{
CheckPoint("checkpoint", "PlayerStartArea_2", "check", "Messages", "monsterhint");
SetMessage("Messages", "henrytalk4", 0);
SetEntityActive("floyd", true);
SetEntityActive("charles", true);
}
else
{
}
}
This might do it.
And you also have to change the true in addentitycollidecallback to false, so it wont delete itself
Okay, thanks! I'll test it later.
EDIT: It worked! Thank you for your help, I appreciate it!
You're welcome man Glad I could help
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02-24-2013, 05:49 PM |
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