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		| Synestral   Junior Member
 
 Posts: 4
 Threads: 3
 Joined: Aug 2011
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			| make a monster de-spawn? 
 
				i dont know how to make a monster de-spawn. i have tried a few things, but it doesnt work. how do you make a monster disappear after walking a path?  
this is my code void OnStart(){
 SetEntityPlayerInteractCallback("Monster_Key_1", "Spawn_Monster", true);
 }
 
 void Spawn_Monster(string &in asEntity)
 {
 SetEntityActive("servant_grunt_1", true);
 GiveSanityDamage(5.0f, true);
 AddEnemyPatrolNode("servant_grunt_1", "Node_1", 0,"");
 AddEnemyPatrolNode("servant_grunt_1", "Node_2", 0,"");
 AddEnemyPatrolNode("servant_grunt_1", "Node_3", 0,"");
 AddEnemyPatrolNode("servant_grunt_1", "Node_4", 0,"");
 AddEnemyPatrolNode("servant_grunt_1", "Node_5", 0,"");
 AddEnemyPatrolNode("servant_grunt_1", "Node_6", 5,"");
 AddEnemyPatrolNode("servant_grunt_1", "Node_5", 0,"");
 }
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	| 08-06-2011, 02:21 AM |  |  
	
		| TFEF   Member
 
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			| RE: make a monster de-spawn? 
 
				They should disappear after they've run their pathnodes, unless the player is too close. 
Although, if you really want to be sure, you can use this script function:
 void SetEnemyDisabled(string& asName, bool abDisabled);
string& asName = Monster's name 
bool abDisabled = True or false as to whether the enemy is disabled or not
			
 
				
(This post was last modified: 08-06-2011, 02:37 AM by TFEF.)
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	| 08-06-2011, 02:35 AM |  |  
	
		| Your Computer   SCAN ME!
 
 Posts: 3,456
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 Joined: Jul 2011
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235
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			| RE: make a monster de-spawn? 
 
				 (08-06-2011, 02:35 AM)TFEF Wrote:  Although, if you really want to be sure, you can use this script function:
 
 void SetEnemyDisabled(string& asName, bool abDisabled);
string& asName = Monster's name
 bool abDisabled = True or false as to whether the enemy is disabled or not
 
It might be better if he went with SetEntityActive().
			 
 
				
(This post was last modified: 08-06-2011, 07:29 AM by Your Computer.)
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	| 08-06-2011, 07:29 AM |  |  
	
		| TFEF   Member
 
 Posts: 143
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 Joined: Feb 2011
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			| RE: make a monster de-spawn? 
 
				 (08-06-2011, 07:29 AM)Your Computer Wrote:  It might be better if he went with SetEntityActive(). 
True, that. It's been a while since I've done anything for custom stories.    
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	| 08-06-2011, 08:21 AM |  |  
	
		| Roenlond   Senior Member
 
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			| RE: make a monster de-spawn? 
 
				It might be even better to use FadeEnemyToSmoke(string& asName, bool abPlaySound); if you want effects as well. With SetEntityActive(), he'd simply disappear into thin area whereas FadeEnemyToSmoke will create a smoke and play a sound if the bool is set to true. 
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	| 08-06-2011, 12:29 PM |  |  
	
		| xtron   Senior Member
 
 Posts: 402
 Threads: 37
 Joined: May 2011
 Reputation: 
2
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			| RE: make a monster de-spawn? 
 
				anyhow...Create an area on the last pathnode and name it something (ex: MonsterDespawn) 
And add a collidecallback and a function and it'll look something like this maybe:
 void OnStart(){
 AddEntityCollideCallback("MONSTERNAME", "MonsterDespawn", "MonsterDespawnFunc", true, 1);
 SetEntityPlayerInteractCallback("Monster_Key_1", "Spawn_Monster", true);
 }
 
 void Spawn_Monster(string &in asEntity)
 {
 SetEntityActive("servant_grunt_1", true);
 GiveSanityDamage(5.0f, true);
 AddEnemyPatrolNode("servant_grunt_1", "Node_1", 0,"");
 AddEnemyPatrolNode("servant_grunt_1", "Node_2", 0,"");
 AddEnemyPatrolNode("servant_grunt_1", "Node_3", 0,"");
 AddEnemyPatrolNode("servant_grunt_1", "Node_4", 0,"");
 AddEnemyPatrolNode("servant_grunt_1", "Node_5", 0,"");
 AddEnemyPatrolNode("servant_grunt_1", "Node_6", 5,"");
 AddEnemyPatrolNode("servant_grunt_1", "Node_5", 0,"");
 }
 
 void MonsterDespawnFunc(string &in asParent, string &in asChild, int alState)
 {
 FadeEnemyToSmoke("MONSTERNAME", true);
 }
Change MONSTERNAME  to your monsters name. 
Change MonsterDespawn  to your areas name.
			
				
(This post was last modified: 08-06-2011, 12:49 PM by xtron.)
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	| 08-06-2011, 12:47 PM |  |  |