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		| theDARKW0LF   Member
 
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			| Call Monster When Interact With Door? 
 
				Hi guys, quick question...  
What's the proper code to create an event where a monster is spawned after I interact with a door? I haven't created one of these specific situations before so I'm pretty much using trial and error methods right now...
 
Right now my code looks like this:
 void CollideAreaGruntDoorCallback(string &in asParent, string &in asChild, int alState){
 SetEntityPlayerInteractCallback("DoorGrunt", "SpawnGrunt", false);
 }
 
 void SpawnGrunt(string &in asParent, string &in asChild, int alState)
 {
 SetEntityActive("SpotGrunt2", true);
 GiveSanityDamage(10, true);
 AddEnemyPatrolNode("SpotGrunt", "PathNodeArea_98", 1, "");
 AddTimer("Waypoints", 13.0f, "TimerSpotGrunt2");
 }
 
 void TimerSpotGrunt2(string &in asTimer)
 {
 if(asTimer == "Waypoints")
 {
 ClearEnemyPatrolNodes("SpotGrunt2");
 AddEnemyPatrolNode("SpotGrunt2", "PathNodeArea_83", 1, "");
 }
 }
Something's wrong here, but I'm not too sure what, any help?
			
 Check out my custom stories(1)(2)! 
				
(This post was last modified: 03-04-2011, 08:13 AM by theDARKW0LF.)
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	| 03-04-2011, 08:07 AM |  |  
	
		| Russ Money   Senior Member
 
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			| RE: Call Monster When Interact With Door? 
 
				SetEntityActive("SpotGrunt2", true);
 SpotGrunt2 is the name of the grunt enemy entity?
 
 I don't know what the name of the monster is, so I can't tell you if that's coded correctly.\
 
 Edit:
 
 Also, if you meant for the door to be intractable after a trigger,
 
 SetEntityPlayerInteractCallback("DoorGrunt", "SpawnGrunt", false);
 
 Then, it's right, if it's a door that's to spawn the monster whenever it gets touched, then just put it in OnStart.
 
				
(This post was last modified: 03-04-2011, 08:33 AM by Russ Money.)
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	| 03-04-2011, 08:31 AM |  |  
	
		| theDARKW0LF   Member
 
 Posts: 150
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 Joined: Sep 2010
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			| RE: Call Monster When Interact With Door? 
 
				 (03-04-2011, 08:31 AM)Russ Money Wrote:  SetEntityActive("SpotGrunt2", true);
 SpotGrunt2 is the name of the grunt enemy entity?
 
 I don't know what the name of the monster is, so I can't tell you if that's coded correctly.\
 
 Edit:
 
 Also, if you meant for the door to be intractable after a trigger,
 
 SetEntityPlayerInteractCallback("DoorGrunt", "SpawnGrunt", false);
 
 Then, it's right, if it's a door that's to spawn the monster whenever it gets touched, then just put it in OnStart.
 
Yes, SpotGrunt2 is the enemy. I'll try that out and get back to you, thanks!
			 
 Check out my custom stories(1)(2)! |  |  
	| 03-04-2011, 08:38 PM |  |  
	
		| theDARKW0LF   Member
 
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			| RE: Call Monster When Interact With Door? 
 
				Yup, that worked. Appears that I had other things typed out incorrectly as well, but all has been remedied now!
 Appreciate the help!
 
 Check out my custom stories(1)(2)! |  |  
	| 03-05-2011, 01:31 AM |  |  
	
		| Droopy   Member
 
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			| RE: Call Monster When Interact With Door? 
 
				 (03-05-2011, 01:31 AM)theDARKW0LF Wrote:  Yup, that worked. Appears that I had other things typed out incorrectly as well, but all has been remedied now! 
You don't mind sharing the finished script for those who may have the same problems?
			 
				
(This post was last modified: 03-06-2011, 05:51 PM by Droopy.)
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	| 03-06-2011, 05:51 PM |  |  
	
		| Russ Money   Senior Member
 
 Posts: 360
 Threads: 25
 Joined: Dec 2010
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			| RE: Call Monster When Interact With Door? 
 
				 (03-06-2011, 05:51 PM)Droopy Wrote:   (03-05-2011, 01:31 AM)theDARKW0LF Wrote:  Yup, that worked. Appears that I had other things typed out incorrectly as well, but all has been remedied now! You don't mind sharing the finished script for those who may have the same problems?
 
It'd look something like this
 OnStart()}
 SetEntityPlayerInteractCallback("door", "monsterscare2", true);
 {
 
 void monsterscare2(string &in asEntity)
 {
 SetEntityActive("servant_grunt_1", true);
 }
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	| 03-06-2011, 10:42 PM |  |  
	
		| theDARKW0LF   Member
 
 Posts: 150
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 Joined: Sep 2010
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			| RE: Call Monster When Interact With Door? 
 
				 (03-06-2011, 05:51 PM)Droopy Wrote:  You don't mind sharing the finished script for those who may have the same problems? 
Sure. This is how mine goes:
 void OnStart(){
 
 SetEntityPlayerInteractCallback("DoorGrunt", "SpawnGrunt", false);
 
 }
 
 void SpawnGrunt(string &in entity)
 {
 SetEntityActive("SpotGrunt2", true);
 GiveSanityDamage(10, true);
 AddEnemyPatrolNode("SpotGrunt2", "PathNodeArea_100", 15, "");
 AddTimer("Waypoints1", 15.0f, "TimerSpotGrunt2");
 AddTimer("Waypoints2", 20.0f, "TimerSpotGrunt2");
 AddTimer("Waypoints3", 30.0f, "TimerSpotGrunt2");
 }
 
 void TimerSpotGrunt2(string &in asTimer)
 {
 if(asTimer == "Waypoints1")
 {
 ClearEnemyPatrolNodes("SpotGrunt2");
 }
 else if(asTimer == "Waypoints2")
 {
 AddEnemyPatrolNode("SpotGrunt2", "PathNodeArea_54", 10, "");
 }
 else if(asTimer == "Waypoints3")
 {
 AddEnemyPatrolNode("SpotGrunt2", "PathNodeArea_83", 1, "");
 }
 }
 
 Check out my custom stories(1)(2)! 
				
(This post was last modified: 03-07-2011, 03:14 AM by theDARKW0LF.)
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	| 03-07-2011, 03:12 AM |  |  |