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Problems with non-despawning monster - Printable Version

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Problems with non-despawning monster - Sazureth - 01-20-2012

Is it possible to set the monster not despawn when the player dies? (Or spawn a new monster with exactly the same name when the player respawns)



RE: Problems with non-despawning monster - Tripication - 01-20-2012

Not sure, but if you try looping the path nodes, that might do the trick


RE: Problems with non-despawning monster - Unearthlybrutal - 01-20-2012

Make a checkpoint and make it call a function when you die:
Put there:

Code:
ResetProp("NAME OF THE ENEMY");

You'll need to make it active again and when its active,
its in the same position as it were when the map startedSmile


RE: Problems with non-despawning monster - Statyk - 01-20-2012

Or if you have the monster spawn on an area collide, make sure the "autoremove" is set to FALSE.. E.g...

AddEntityCollideCallback("Player", "COLLIDEAREA", "MONSTERFUNCTION", false, 1);

This allows the function to be called repeatedly, as the function is not deleted. Result, monster spawning after each death.


RE: Problems with non-despawning monster - Your Computer - 01-21-2012

Monsters cannot be "respawned" if the player is killed by the monster within the same map session. You have to either reload the map or have another monster with a different name waiting to be enabled afterwards.


RE: Problems with non-despawning monster - Krymtel - 01-21-2012

Try this maybe:

void SetEnemyDisabled(string& asName, bool abDisabled);

As in...

void SetEnemyDisabled("NAME OF ENEMY", true);


Or, if it's part of a function...

SetEnemyDisabled("NAME OF ENEMY", true);



RE: Problems with non-despawning monster - Sazureth - 01-22-2012

Your Computer really answered my question, thank you.
This means that I'm just going to make two version of the same map file and have a loading screen when the player dies..

Thanks for help!