Karai16 
 
 
		
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Repeat monster 
			 
			
				And yet again it's time for Rairai's Question Hour! In today's episode, I have to ask you: 
How do you let a monster respawn? 
I'll explain the situation: I at one moment let a monster spawn which will break the door ahead of you, so that you can progress. It is, however, also so that the monster will chase after the player, and potentialy kill him. If this happens before the monster breaks the door, you'll respawn, to find yourself monsterless, and with the door you need to go to, still firmly locked. 
is there a way I can reuse the monster + scriptarea, so that it'll spawn a second time, if the player has died too early? 
 
note: disabling triggers for the monster is not an option, for it'll ruin the scare.
			 
			
			
 
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	| 06-18-2011, 10:30 PM  | 
	
		
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		Nye 
 
 
		
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RE: Repeat monster 
			 
			
				Maybe set a checkpoint, and create a callback to a procedure that will set the grunt active (or an a timer) 
 
CheckPoint(string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry); 
 
Alternatively, just create a collide area, that isn't destroyed when the player crosses it; so the player can cross it again after they have died and respawn the monster.
			 
			
			
 
			
				
(This post was last modified: 06-18-2011, 10:44 PM by Nye.)
 
				
			 
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	| 06-18-2011, 10:42 PM  | 
	
		
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		Karai16 
 
 
		
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RE: Repeat monster 
			 
			
				 (06-18-2011, 10:42 PM)Nye Wrote:  Maybe set a checkpoint, and create a callback to a procedure that will set the grunt active (or an a timer) 
 
CheckPoint(string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry); 
 
Alternatively, just create a collide area, that isn't destroyed when the player crosses it; so the player can cross it again after they have died and respawn the monster. 
god I feel dumb now, I have no idea of to make/use both of your suggestions v.v
			  
			
			
 
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	| 06-18-2011, 10:54 PM  | 
	
		
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		Nye 
 
 
		
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RE: Repeat monster 
			 
			
				Someone else can explain, I'm on my phone xD
			 
			
			
 
			
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	| 06-18-2011, 10:56 PM  | 
	
		
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		DamnNoHtml 
 
 
		
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RE: Repeat monster 
			 
			
				 (06-18-2011, 10:54 PM)Karai16 Wrote:   (06-18-2011, 10:42 PM)Nye Wrote:  Maybe set a checkpoint, and create a callback to a procedure that will set the grunt active (or an a timer) 
 
CheckPoint(string& asName, string& asStartPos, string& asCallback, string& asDeathHintCat, string& asDeathHintEntry); 
 
Alternatively, just create a collide area, that isn't destroyed when the player crosses it; so the player can cross it again after they have died and respawn the monster.  
god I feel dumb now, I have no idea of to make/use both of your suggestions v.v 
I'm assuming you know how to use the Entity Collide callback. Make the auto-remove  true. In your OnStart() add:
 CheckPoint("", "StartPosition", "Reset", "", "");
 
Then, somewhere outside of your OnStart(), add:
 void Reset (string &in asName, int alCount) 
{ 
          //The same collide callback goes here 
}
  
Basically all this does is check when you die, respawns you at  StartPosition and runs the function  Reset. Inside  Reset, is a simple line that re-adds an EntityCollideCallback so that it will function again but only after you die.
			  
			
			
 
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(This post was last modified: 06-19-2011, 12:00 AM by DamnNoHtml.)
 
				
			 
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	| 06-18-2011, 11:59 PM  | 
	
		
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		Russ Money 
 
 
		
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RE: Repeat monster 
			 
			
				 (06-18-2011, 10:56 PM)Nye Wrote:  Someone else can explain, I'm on my phone xD 
Nye, quit calling me!
			  
			
			
 
			
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	| 06-19-2011, 12:15 AM  | 
	
		
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		Nye 
 
 
		
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RE: Repeat monster 
			 
			
				 (06-19-2011, 12:15 AM)Russ Money Wrote:   (06-18-2011, 10:56 PM)Nye Wrote:  Someone else can explain, I'm on my phone xD  
Nye, quit calling me! 
Shhhhhhhh
			  
			
			
 
			
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	| 06-19-2011, 03:01 AM  | 
	
		
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		MrBigzy 
 
 
		
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RE: Repeat monster 
			 
			
				They're sexting....
			 
			
			
			
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	| 06-19-2011, 12:38 PM  | 
	
		
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