Grunt not behaving properly. - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Grunt not behaving properly. (/thread-7094.html) |
Grunt not behaving properly. - evertuy - 03-28-2011 So I have this set up, when you enter a room it has a script area where it triggers a grunt. But the catch is that there is no hiding place so your screwed right? Not really, I WANTED him to be a Hallucination (I have the box checked in his entity tab) so that when he comes close he disappears. But I'm a bit ticked because when I run the script, he acts like a normal grunt and kills me, can someone clarify? Quote:void OnStart() This is not the full script, but what I'm focusing on. I saw some functions but when I put them in the required their own syntax. So, I need help. (Sorry for the constant threads, wish I could delete my others). RE: Grunt not behaving properly. - Danny Boy - 03-28-2011 this is only the code to make him spawn... RE: Grunt not behaving properly. - evertuy - 03-28-2011 Well do I need these, FadeEnemyToSmoke(string&asName,bool abPlaySound); voidSetEnemyIsHallucination(string&asName,bool abX); with MyFunc(string &in asEntity, int alState) to make him do what I want? RE: Grunt not behaving properly. - palistov - 03-28-2011 Yes you can either set him as a hallucination, but I don't know what the default distance is; the distance the grunt will fade to smoke. Your two choices are to either A) make him a hallucination through script or in the level editor itself, or B) to add an entity collide callback, so that when the grunt enters a certain area, it turns calls the FadeEnemyToSmoke() function RE: Grunt not behaving properly. - MrBigzy - 03-28-2011 He probably is a hallucination since you checked that box, but you need to make the distance at least 2 meters or more. He can attack at around 1.8 meters and can hit you if you don't rush up into him. RE: Grunt not behaving properly. - evertuy - 03-28-2011 (03-28-2011, 07:43 PM)palistov Wrote: Yes you can either set him as a hallucination, but I don't know what the default distance is; the distance the grunt will fade to smoke. I'm intrigued, how would you use a 'FadeEnemyToSmoke' function with a 'EntityCollideCallback' function if both require a syntax? RE: Grunt not behaving properly. - palistov - 03-28-2011 That info is useful MrBigzy hehe. The attack range. I was planning a scare event with a close encounter with a grunt/brute. Like, very close. heheheeee RE: Grunt not behaving properly. - MrBigzy - 03-28-2011 I did the same thing with my map. |