So I have this set up, when you enter a room it has a script area where it triggers a grunt. But the catch is that there is no hiding place so your screwed right? Not really, I WANTED him to be a Hallucination (I have the box checked in his entity tab) so that when he comes close he disappears.
But I'm a bit ticked because when I run the script, he acts like a normal grunt and kills me, can someone clarify?
Quote:void OnStart()
{
AddEntityCollideCallback("Player" , "GruntArea" , "FakeGrunt" , true , 1);
}
void FakeGrunt(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("FakeGrunt", true);
}
This is not the full script, but what I'm focusing on. I saw some functions but when I put them in the required their own syntax. So, I need help.
(Sorry for the constant threads, wish I could delete my others).