(10-08-2015, 10:10 PM)Hypercube Wrote: Okay, I'll check it out. I only want to use the puppet for a short map, im not gonna code a ton of things, do this and that and make a story, but ya know. I think the puppet was the best monster, the theta segment of the game was freaky
Coral Puppets don't exist by default, to utilize them, incorporate a AttackMeter_SetAttackerTeleportPosition("TriggerAreaWhereYouWantYourSpaceMonster");
(10-12-2015, 08:56 AM)Myster Stranger Wrote: Coral Puppets don't exist by default, to utilize them, incorporate a AttackMeter_SetAttackerTeleportPosition("TriggerAreaWhereYouWantYourSpaceMonster");
Here's the code portion I have for an upcoming map, spawns them successfully. Puppet Entity's name is Pinky, spawns at PinkySpawn, triggered by CollideTriggerActivateCoral between player using collision callbacks with a trigger area.
bool CollideTriggerActivateCoral(const tString &in asParent, const tString &in asChild, int alState)
{
if (alState != 1) return true;
Entity_SetActive("Pinky",true);
Pathfinder_Track_Clear("Pinky");
Pathfinder_Track_Add("Pinky", "pinky1", 0.1, 9);
Pathfinder_Track_Add("Pinky", "pinky2", 0.1, 9);
Pathfinder_Track_Add("Pinky", "pinky3", 0.1, 9);
Pathfinder_Track_Add("Pinky", "pinky5", 0.1, 9);
Pathfinder_Track_Add("Pinky", "pinky6", 0.1, 9);
Pathfinder_Track_Add("Pinky", "pinky7", 0.1, 9);
Pathfinder_Track_Add("Pinky", "pinky8", 0.1, 9);
Pathfinder_Track_Add("Pinky", "pinky9", 0.1, 9);
Pathfinder_Track_Add("Pinky", "pinky10", 0.1, 9);
Pathfinder_Track_Start("Pinky", true);
AttackMeter_SetAttackerTeleportPosition("PinkySpawn");
return false;
}