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		| ObsidianLegion   Member
 
 Posts: 173
 Threads: 53
 Joined: Jun 2011
 Reputation: 
0
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			| Pathnode help 
 
				How do I make my monster disappear after it reaches a certain node?I've tried filling in the last thread and making
 
 For exapmle
 
 void OnStart()
 {
 AddEnemyPatrolNode("Monster", "Node_1", 2, "");
 AddEnemyPatrolNode("Monster", "Node_2", 2, "");
 AddEnemyPatrolNode("Monster", "Node_3", 2, "");
 AddEnemyPatrolNode("Monster", "Node_4", 2, "");
 AddEnemyPatrolNode("Monster", "Node_5", 2, "");
 AddEnemyPatrolNode("Monster", "Node_6", 2, "");
 AddEnemyPatrolNode("Monster", "Node_7", 2, "MyFunc");
 }
 
 
 void MyFunc(string& asEntity)
 {
 SetEnemyDisabled("Monster", true);
 }
 
 They don't seem to work. Maybe I'm using a faulty function? Or I'm simply not putting the correct thing in that box
 
 Please help
 
 "Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12 
				
(This post was last modified: 08-09-2011, 01:27 PM by ObsidianLegion.)
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	| 08-09-2011, 01:24 PM |  |  
	
		| HumiliatioN   Posting Freak
 
 Posts: 1,179
 Threads: 64
 Joined: Dec 2010
 Reputation: 
18
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			| RE: Pathnode help 
 
				 (08-09-2011, 01:24 PM)Lolnesia09 Wrote:  How do I make my monster disappear after it reaches a certain node?I've tried filling in the last thread and making
 
 For exapmle
 
 void OnStart()
 {
 AddEnemyPatrolNode("Monster", "Node_1", 2, "");
 AddEnemyPatrolNode("Monster", "Node_2", 2, "");
 AddEnemyPatrolNode("Monster", "Node_3", 2, "");
 AddEnemyPatrolNode("Monster", "Node_4", 2, "");
 AddEnemyPatrolNode("Monster", "Node_5", 2, "");
 AddEnemyPatrolNode("Monster", "Node_6", 2, "");
 AddEnemyPatrolNode("Monster", "Node_7", 2, "MyFunc");
 }
 
 
 void MyFunc(string& asEntity)
 {
 SetEnemyDisabled("Monster", true);
 }
 
 They don't seem to work. Maybe I'm using a faulty function? Or I'm simply not putting the correct thing in that box
 
 Please help
 
You dont have timers here. Here use this definitely works.
 
void OnStart() 
{ 
AddEntityCollideCallback("Player", "Closetbrute", "Closet_brute", true, 1); 
}
 
void Closet_brute(string &in asParent, string &in asChild, int alState) 
{ 
AddEnemyPatrolNode("Monster", "Node_1", 2, ""); 
AddEnemyPatrolNode("Monster", "Node_2", 2, ""); 
AddEnemyPatrolNode("Monster", "Node_3", 2, ""); 
AddEnemyPatrolNode("Monster", "Node_4", 2, ""); 
AddEnemyPatrolNode("Monster", "Node_5", 2, ""); 
AddEnemyPatrolNode("Monster", "Node_6", 2, ""); 
AddTimer("", 30.0, "DissapearingMonster"); 
}
 
void DissapearingMonster(string &in asTimer)  
{ 
SetEntityActive("Monster", false); 
}
 
This is my example. Try it and remember to name "Areas and monster right"    
 “Life is a game, play it” |  |  
	| 08-09-2011, 01:40 PM |  |  
	
		| Acies   Posting Freak
 
 Posts: 1,643
 Threads: 60
 Joined: Feb 2011
 Reputation: 
73
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			| RE: Pathnode help 
 
				Add a scriptarea at the last patrolnode. Set it to only affect the certain monster. Use the commandSetEntityActive to deactivate the monster in that area.
 
  ![[Image: mZiYnxe.png]](http://i.imgur.com/mZiYnxe.png)  ジ
 |  |  
	| 08-09-2011, 01:43 PM |  |  
	
		| ObsidianLegion   Member
 
 Posts: 173
 Threads: 53
 Joined: Jun 2011
 Reputation: 
0
 | 
			| RE: Pathnode help 
 
				 (08-09-2011, 01:40 PM)HumiliatioN Wrote:   (08-09-2011, 01:24 PM)Lolnesia09 Wrote:  How do I make my monster disappear after it reaches a certain node?I've tried filling in the last thread and making
 
 For exapmle
 
 void OnStart()
 {
 AddEnemyPatrolNode("Monster", "Node_1", 2, "");
 AddEnemyPatrolNode("Monster", "Node_2", 2, "");
 AddEnemyPatrolNode("Monster", "Node_3", 2, "");
 AddEnemyPatrolNode("Monster", "Node_4", 2, "");
 AddEnemyPatrolNode("Monster", "Node_5", 2, "");
 AddEnemyPatrolNode("Monster", "Node_6", 2, "");
 AddEnemyPatrolNode("Monster", "Node_7", 2, "MyFunc");
 }
 
 
 void MyFunc(string& asEntity)
 {
 SetEnemyDisabled("Monster", true);
 }
 
 They don't seem to work. Maybe I'm using a faulty function? Or I'm simply not putting the correct thing in that box
 
 Please help
 You dont have timers here. Here use this definitely works.
 
 void OnStart()
 {
 AddEntityCollideCallback("Player", "Closetbrute", "Closet_brute", true, 1);
 }
 
 void Closet_brute(string &in asParent, string &in asChild, int alState)
 {
 AddEnemyPatrolNode("Monster", "Node_1", 2, "");
 AddEnemyPatrolNode("Monster", "Node_2", 2, "");
 AddEnemyPatrolNode("Monster", "Node_3", 2, "");
 AddEnemyPatrolNode("Monster", "Node_4", 2, "");
 AddEnemyPatrolNode("Monster", "Node_5", 2, "");
 AddEnemyPatrolNode("Monster", "Node_6", 2, "");
 AddTimer("", 30.0, "DissapearingMonster");
 }
 
 void DissapearingMonster(string &in asTimer)
 {
 SetEntityActive("Monster", false);
 }
 
 
 This is my example. Try it and remember to name "Areas and monster right"
  
Cheers (:
 
What's the script where lights turn off with the sounds and screen effects Etc.?
			 
 "Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12 |  |  
	| 08-09-2011, 02:52 PM |  |  
	
		| HumiliatioN   Posting Freak
 
 Posts: 1,179
 Threads: 64
 Joined: Dec 2010
 Reputation: 
18
 | 
			| RE: Pathnode help 
 
				 (08-09-2011, 02:52 PM)Lolnesia09 Wrote:   (08-09-2011, 01:40 PM)HumiliatioN Wrote:   (08-09-2011, 01:24 PM)Lolnesia09 Wrote:  How do I make my monster disappear after it reaches a certain node?I've tried filling in the last thread and making
 
 For exapmle
 
 void OnStart()
 {
 AddEnemyPatrolNode("Monster", "Node_1", 2, "");
 AddEnemyPatrolNode("Monster", "Node_2", 2, "");
 AddEnemyPatrolNode("Monster", "Node_3", 2, "");
 AddEnemyPatrolNode("Monster", "Node_4", 2, "");
 AddEnemyPatrolNode("Monster", "Node_5", 2, "");
 AddEnemyPatrolNode("Monster", "Node_6", 2, "");
 AddEnemyPatrolNode("Monster", "Node_7", 2, "MyFunc");
 }
 
 
 void MyFunc(string& asEntity)
 {
 SetEnemyDisabled("Monster", true);
 }
 
 They don't seem to work. Maybe I'm using a faulty function? Or I'm simply not putting the correct thing in that box
 
 Please help
 You dont have timers here. Here use this definitely works.
 
 void OnStart()
 {
 AddEntityCollideCallback("Player", "Closetbrute", "Closet_brute", true, 1);
 }
 
 void Closet_brute(string &in asParent, string &in asChild, int alState)
 {
 AddEnemyPatrolNode("Monster", "Node_1", 2, "");
 AddEnemyPatrolNode("Monster", "Node_2", 2, "");
 AddEnemyPatrolNode("Monster", "Node_3", 2, "");
 AddEnemyPatrolNode("Monster", "Node_4", 2, "");
 AddEnemyPatrolNode("Monster", "Node_5", 2, "");
 AddEnemyPatrolNode("Monster", "Node_6", 2, "");
 AddTimer("", 30.0, "DissapearingMonster");
 }
 
 void DissapearingMonster(string &in asTimer)
 {
 SetEntityActive("Monster", false);
 }
 
 
 This is my example. Try it and remember to name "Areas and monster right"
  Cheers (:
 
 What's the script where lights turn off with the sounds and screen effects Etc.?
 
SetLampLit("hanging_lantern_ceiling_1", true, true); Example. for lights.
 
StopMusic(2,0); for stopping music.
 
ChangePlayerStateToNormal(); this one I think change everything normal.
			 
 “Life is a game, play it” |  |  
	| 08-09-2011, 05:08 PM |  |  |