I do two callbacks, one inside the other. In onstart I do an interact callback
between the player and the door which then leads to a look at call back between the player and the Brute enemy. The callback is ignored and the brute begins pursuit without being looked at.
void OnInteractDoor()
{
SetEntityPlayerLookAtCallback("Brute", "ActivateBrute", true);
}
void Onstart()
{
SetEntityPlayerInteractCallback("Door", "OnInteractDoor", true);
}
void ActivateBrute(string &in asEntity, int alState)
{
SetEntityActive(asEntity, true);
ShowEnemyPlayerPosition(asEntity);
}
.