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[SOLVED!]"Water Monster" disappears when being spawned!
Radical Batz Offline
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#1
Shocked  [SOLVED!]"Water Monster" disappears when being spawned!

So I have this room with a water area and water plane of course which doesn't collide and wanted to make a water monster appear after picking up a certain key. Then when entering that area, the water monster appears to spawn with the sound and music as usual but then at that second the water monster disappears.

Is it because it falls trough he floor or something cause this is what it looks like, I made it stand on the floor.

Spoiler below!
[Image: u4gymv9.png]

Does it matter how big the water level is, it's isn't that big as you can see in the pic.

(This post was last modified: 06-01-2014, 08:33 PM by Radical Batz.)
06-01-2014, 01:05 PM
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Romulator Offline
Not Tech Support ;-)

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#2
RE: "Water Monster" disappears when being spawned!

IIRC, the Water monster will only move when/where there are assigned pathnodes for it.

Discord: Romulator#0001
[Image: 3f6f01a904.png]
06-01-2014, 01:21 PM
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Radical Batz Offline
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#3
RE: "Water Monster" disappears when being spawned!

(06-01-2014, 01:21 PM)Romulator Wrote: IIRC, the Water monster will only move when/where there are assigned pathnodes for it.

But there are already path-nodes for him to follow, are you sure you saw the image?

(This post was last modified: 06-01-2014, 01:31 PM by Radical Batz.)
06-01-2014, 01:30 PM
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Romulator Offline
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Posts: 3,628
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#4
RE: "Water Monster" disappears when being spawned!

I mean, have you assigned them in script?

Discord: Romulator#0001
[Image: 3f6f01a904.png]
06-01-2014, 01:40 PM
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Radical Batz Offline
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#5
RE: "Water Monster" disappears when being spawned!

(06-01-2014, 01:40 PM)Romulator Wrote: I mean, have you assigned them in script?

Yes!

This is my hps file.

PHP Code: (Select All)
void OnStart()
{
    
AddEntityCollideCallback("Player", "EnterCreakOnArea", "FuncCreakHorrors", true, 1);
    
AddTimer("AreaStep_", RandFloat(3.0f,10.f), "TimerAreaStep");
    
AddTimer("AreaScare_", RandFloat(3.0f,10.f), "TimerAreaScare");
    
AddEntityCollideCallback("Player", "Suitortime", "Suitortime", true, 1);
    
AddUseItemCallback("", "Crowbar", "CrowbarDoor", "UseCrowbarOnDoor", true);
    
AddEntityCollideCallback("Joint", "AreaBreak", "BreakDoor", true, 1);
    
AddEntityCollideCallback("Suitor", "AreaSuitorLeaving", "SuitorLeaving", true, 1);
    
AddEntityCollideCallback("Suitor", "AreaSuitorHasEntered", "SuitorEntered", true, 1);
    
AddEntityCollideCallback("Player", "AreaStartScare", "StartScare", true, 1);
    
AddEntityCollideCallback("Player", "AreaShowBrute", "CollideShowBrute", true, 1);
    
AddEntityCollideCallback("Player", "ActiveMonster", "MonsterTime", true, 1);
    
AddEntityCollideCallback("Player", "AreaVoiceScene", "VoiceScene", true, 1);
    
AddUseItemCallback("", "UnkKey", "OpenSesame", "UseUnkKeyOnDoor", true);
    
AddUseItemCallback("", "RustyHammer", "padlock_1", "UseExitKeyOnDoor", true);
    
AddEntityCollideCallback("Player", "teleport3", "changemap", true , 1);
    
AddUseItemCallback("", "HollowNeed", "CellDoor", "UseHollowNeedOnDoor", true);
    
AddEntityCollideCallback("Player", "ChangeMusic", "ChangeMusic", false, 1);
    
AddEntityCollideCallback("Player", "ChangeMusic_1", "ChangeMusic2", false, 1);

}

void ChangeMusic(string &in asParent, string &in asChild, int alState)
{
    
PlayMusic("betrayal", true, 1, 3, 0, true);
}

void ChangeMusic2(string &in asParent, string &in asChild, int alState)
{
PlayMusic("penumbra_music_E1_A9.ogg", true, 1, 3, 0, true);
}

void CrowbarDoorLocked(string &in asEntity)
{
if (
GetSwingDoorLocked("CrowbarDoor") == true)
{
SetMessage("Messages", "CrowbarDoor", 0);
}
}

//--------------------------------------------

 ////////////////////////////////////////////////
//Use Crowbar to open door//
  //////////////////////////////////////////////
  
 //-------------------------------------------

void UseCrowbarOnDoor(string &in asItem, string &in asEntity)
{
    
PlaySoundAtEntity("", "player_crouch.snt", "Player", 0.05, false);
    
AddTimer(asEntity, 0.2, "TimerPlaceCrowbar");

}

void TimerPlaceCrowbar(string &in asTimer)
{
    
SetEntityActive("Joint", true);
    
PlaySoundAtEntity("", "puzzle_place_jar.snt", "Player", 0, false);
}

void BreakDoor(string &in asParent, string &in asChild, int alState)
{
    
SetEntityActive("Joint", false);
    
CompleteQuest("Givequest", "pickupcrowbar");
    
SetEntityActive("Broken", true);

    
SetSwingDoorLocked("CrowbarDoor", false, false);
    
SetSwingDoorClosed("CrowbarDoor", false, false);
    
SetSwingDoorDisableAutoClose("CrowbarDoor", true);

    
AddPropImpulse("CrowbarDoor", 0, 0, -3, "world");

    
CreateParticleSystemAtEntity("", "ps_hit_wood.ps", "AreaEffect", false);
    
PlaySoundAtEntity("", "break_wood_metal", "AreaEffect", 0, false);

    
GiveSanityBoostSmall();

    
PlayMusic("02_puzzle.ogg", false, 0.7, 0.1, 1, false);

    
AddTimer("",0.1,"TimerPushDoor");
}

void TimerPushDoor(string &in asTimer)
{
    
AddPropImpulse("CrowbarDoor", 4, 2, -1, "world");
    
AddTimer("", 1.1, "TimerDoorCanClose");
}

void TimerDoorCanClose(string &in asTimer)
{
    
SetSwingDoorDisableAutoClose("CrowbarDoor", false);        
}

//--------------------------------------------

 ////////////////////////////////////////////////
//Give memento and enable Suitorspawnarea when picked up crowbar//
  //////////////////////////////////////////////
  
 //-------------------------------------------

void pickitupfool(string &in asEntityName, string &in asType)
{
    
SetEntityActive("Suitortime", true);
    
AddQuest("Givequest", "pickupcrowbar");
} 

void PickKey(string &in asEntityName, string &in asType)
{
    
SetEntityActive("ActiveMonster", true);
}     

void TimerDoorForce(string &in asTimer)
{
    
AddPropForce("cellar_wood01_4", 0, 0, 70, "World");

    
AddDebugMessage("Hey!", false);
    if(
asTimer == "doorforce5")
        
StopSound("SlamDoor", 1.0f);
}
void Suitortime(string &in asParent, string &in asChild, int alState)
{
 
SetEntityActive("Suitor", true);
GiveSanityDamage(10, true);                    
 
AddEnemyPatrolNode("Suitor", "PathNodeArea_1",0.001f, "");
AddEnemyPatrolNode("Suitor", "PathNodeArea_8",0.001f, "");
AddEnemyPatrolNode("Suitor", "PathNodeArea_15",0.001f, "");
AddEnemyPatrolNode("Suitor", "PathNodeArea_20",0.001f, "");
AddEnemyPatrolNode("Suitor", "PathNodeArea_24",0.001f, "");
AddEnemyPatrolNode("Suitor", "PathNodeArea_28",0.001f, "");

CheckPoint ("", "PlayerStartArea_2", "CheckPoint01", "Hints", "Hint1");
}

void MonsterTime(string &in asParent, string &in asChild, int alState)
{
 
SetEntityActive("waterlurker_1", true);
GiveSanityDamage(4, true);                    
 
AddEnemyPatrolNode("waterlurker_1", "PathNodeArea_52",0.001f, "");
AddEnemyPatrolNode("waterlurker_1", "PathNodeArea_56",0.001f, "");
AddEnemyPatrolNode("waterlurker_1", "PathNodeArea_59",0.001f, "");
AddEnemyPatrolNode("waterlurker_1", "PathNodeArea_62",0.001f, "");
AddEnemyPatrolNode("waterlurker_1", "PathNodeArea_63",0.001f, "");

CheckPoint ("", "PlayerStartArea_2", "CheckPoint01", "Hints", "Hint1");
}
void SuitorEntered(string &in asParent, string &in asChild, int alState)
{
    
SetEntityActive("AreaSuitorLeaving", true);
}
void SuitorLeaving(string &in asParent, string &in asChild, int alState)
{
    
PlaySoundAtEntity("", "enemy_hallucination_disappear.snt", "Player", 5.0f, false);
    
SetEntityActive("Suitor", false);
}


void TimerSanity(string &in asTimer)
{
    
GiveSanityDamage(10, true);
}

void TimerAreaStep(string &in asTimer)
{
    
int iRand = RandInt(1, 6);

    
PlaySoundAtEntity(asTimer+iRand, "scare_wood_creak_walk.snt", asTimer+iRand, 1, false);
    
AddTimer("EndRadial", 4.0f, "TimerEndRadial");
    
AddTimer(asTimer, RandFloat(15.0f, 30.0f), "TimerAreaStep");
}

void TimerAreaScare(string &in asTimer)
{
    
int iRand = RandInt(1, 6);

    
PlaySoundAtEntity(asTimer+iRand, "scare_male_terrified.snt", asTimer+iRand, 1, false);
    
AddTimer("EndRadial", 4.0f, "TimerEndRadial");
    
AddTimer(asTimer, RandFloat(15.0f, 30.0f), "TimerAreaScare");
}

void StartScare(string &in asParent, string &in asChild, int alState)
{
    
PlaySoundAtEntity("gruntgruff", "scare_male_terrified", "AreaStartScare", 0.0f, false);
    
        
AddTimer("sanity", 1, "TimerSanity");
        
PlaySoundAtEntity("", "scare_whine_loop4.snt", "Player", 5.0f, false);
        
PlaySoundAtEntity("", "general_wind_whirl", "AreaScare_4", 5.0f, false);
        
CreateParticleSystemAtEntity("", "ps_dust_paper_blow.ps", "AreaScare_4", false);
        
        
}

void PickKey(string &in asEntityName, string &in asType)
{
    
SetEntityActive("AreaShowBrute", true);
    
ResetProp("cellar_wood01_5");
    
AddPlayerSanity(3);    
}

////////////////////////////////////////
// Suitor Appears
void CollideShowBrute(string &in asParent, string &in asChild, int alState)
{
    
SetPropHealth("cellar_wood01_5", 0);
    
GiveSanityDamage(10, true);
    
ShowEnemyPlayerPosition("enemy_suitor_1");            
    
SetEntityActive("enemy_suitor_1", true);    
}

void EntityCallPickDiary(string &in asEntity, string &in type)
{
    
AddLocalVarInt("DiaryNr", 1);
    
    if(
GetLocalVarInt("DiaryNr") == 1)
        
PlayMusic("03_paper_village.ogg",false, 0.7f, 0.1f, 9, false);
        
AddEffectVoice("voices", "VoiceScene2.ogg", "Voice", "OhFather",
false, "Player", 1, 1);
        
}

void KeyDoorLocked2(string &in asEntity)
{
if (
GetSwingDoorLocked("OpenSesame") == true)
{
SetMessage("Messages", "OpenSesame", 0);
}
}

void KeyDoorNeeded(string &in asEntity)
{
if (
GetSwingDoorLocked("DoorExit") == true)
{
SetMessage("Messages", "KeyDoorNeeded", 0);
}
}

void UseUnkKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("OpenSesame", false, true);
PlaySoundAtEntity("", "unlock_door.ogg", asEntity, 0, false);
RemoveItem(asItem);
CompleteQuest("cellar_wood01_8", "SimpleLock");    
}

void UseExitKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("DoorExit", false, true);
SetPropActiveAndFade("padlock_1", false, 2.0f);
PlaySoundAtEntity("", "break_wood_metal.snt", asEntity, 0, false);
CreateParticleSystemAtEntity("ps", "ps_break_wood_small.ps", "padlock_1", false);
AddPlayerSanity(2);
SetEntityActive("ScriptArea_1", true);

}

void BudgeLocked(string &in asEntity)
{
if (
GetSwingDoorLocked("cellar_wood01_9") == true)
{
SetMessage("Messages", "Budge", 0);
}
}

void BudgeLocked2(string &in asEntity)
{
if (
GetSwingDoorLocked("cellar_wood01_5") == true)
{
SetMessage("Messages", "Budge", 0);
}
}

void BudgeLocked3(string &in asEntity)
{
if (
GetSwingDoorLocked("cellar_wood01_7") == true)
{
SetMessage("Messages", "Budge", 0);
}
}

void Dontgoback(string &in asEntity)
{
if (
GetSwingDoorLocked("Cantgoback") == true)
{
SetMessage("Messages", "Cantgoback", 0);
}
}

void VoiceScene(string &in asParent, string &in asChild, int alState)
{
    
StartPlayerLookAt("VoiceScene", 1.0, 1.0, "");
    
AddEffectVoice("voices", "VoiceScene1.ogg", "Voice", "OhMan",
false, "VoiceScene", 1, 1);
AddTimer("StopHeadMove2", 4, "TimerStopHeadMove2");    
}

void TimerStopHeadMove2(string &in asTimer)
{
    
StopPlayerLookAt();
}

void TouchPainting(string &in asEntity)
{
    
AddNote("BloodyPaintings", "");
    
SetMessage("Messages", "Note1", 0);
    
PlayGuiSound("journal_page.ogg", 1);
}
void OnEnter()
{
    
PlayMusic("penumbra_music_E1_A9", true, 1, 5, 0, true);
}

void OnLeave()
{
    
} 

06-01-2014, 01:41 PM
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Romulator Offline
Not Tech Support ;-)

Posts: 3,628
Threads: 63
Joined: Jan 2013
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#6
RE: "Water Monster" disappears when being spawned!

Just looking at Frictional Games' water monster map (Old Archives), there is a water area surrounding the map. Do you have that as well?

If that's there, then I got no idea myself.

Discord: Romulator#0001
[Image: 3f6f01a904.png]
06-01-2014, 03:47 PM
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Radical Batz Offline
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Posts: 953
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#7
RE: "Water Monster" disappears when being spawned!

(06-01-2014, 03:47 PM)Romulator Wrote: Just looking at Frictional Games' water monster map (Old Archives), there is a water area surrounding the map. Do you have that as well?

If that's there, then I got no idea myself.

Actually I already have a water area but this thread should be closed now, since I decided not to use the water monster anymore, got a new idea. So yeah, but thnx for helping me tough.

06-01-2014, 04:10 PM
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DnALANGE Offline
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Posts: 1,549
Threads: 73
Joined: Jan 2012
#8
RE: "Water Monster" disappears when being spawned!

Closed?
Ask a Moderator to CLOSE the tread...
OR
Simply add SOLVED, so ppl wont get in here and the tread will get out of sight soon.
06-01-2014, 08:32 PM
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