Hello, So I have this brute that should keep on patroling in a corridor that goes in a circle, but when the player gets too far away he disappears. Can you use like a save on the brute so he will stay patroling? (I have nodes and a script which tells him to repeat the patrol route so that isnt the case)
please help
Another question regarding amb_music. I can't get this script to play off the music, as i'm tired of the leveleditor sounds system, you cant have multimple ambience sounds. So I can't get this to play
AddEntityCollideCallback("Player", "MusicAreaSewer1", "SewerMusic", false, 1);
void SewerMusic(string &in asItem, string &in asEntity)
{
StopMusic(2, 1);
PlayMusic("ambience_sewer_drip.ogg", true, 1, 2, 1, false);
}
***(OnStart Is in my script)
Remove StopMusic(2,1); since it isn't needed, perhaps it might work then
(06-27-2011, 06:15 PM)rojkish Wrote: [ -> ]Remove StopMusic(2,1); since it isn't needed, perhaps it might work then
Nope doesnt work :-\
EDIT: figured it out, I needed to use (string &in asParent, string &in asChild, int alState). Thanks for the reply tho
Now If anyone knows how I can solve my monster issue it would be great!
Replace (string &in asItem, string &in asEntity) with (string &in asParent, string &in asChild, int alState) and it'll work
Try this:
void SewerMusic(string &in asParent, string &in asChild, int alState)
Edit: CRAP you beat me somehow... :/
Just so you ALL know; Rownbear edited his post 07:50, therefor, I was 1 minute ahead of him, making me the one who solved this HUGE problem. Thumbs up.
(06-27-2011, 06:51 PM)rojkish Wrote: [ -> ]Just so you ALL know; Rownbear edited his post 07:50, therefor, I was 1 minute ahead of him, making me the one who solved this HUGE problem. Thumbs up.
Haha, well done!
I probably wrote while you posted xD